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EA Sports UFC 4 Patch 2.03 Available - Patch Notes Here

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EA Sports UFC 4

EA Sports UFC 4 Patch 2.03 Available - Patch Notes Here

EA Sports UFC 4 game update 2.03 is available for Xbox One and PlayStation 4, addressing a significant bug affecting many members of the community (purple screen bug) as well as various elements of gameplay, including some significant issues affecting ground and pound.

As for new fighters, adding them to the game is one of the more time-intensive processes and it’s something that the team has been working to prioritize. They are hoping to roll out the first new fighter additions in the coming weeks.

Check out the patch notes below.

  • Fixed stability issues related to the purple screen bug.
  • Removed haptic feedback from online modes.
  • Fixed a bug where headlock stamina drain was excessive:
    • For these special clinch positions, there is an intended stamina drain that was unnecessarily continuing during the animation of their follow-up move. In the case of the headlock, the stamina drain incorrectly continued during any guillotine entry animation. For backpack, the drain continued during the rear naked choke, back sitting takedown, and back drop animations. The stamina drain during these animations will no longer occur and this should make the headlock and backpack much more balanced.
  • Fixed various issues with ground and pound defense against flurries:
    • Fixed an issue where defenders were unable to block immediately after posting in ground and pound.
    • Fixed an issue where players were unable to successfully post strikes after successful blocks in ground and pound.
  • Fixed an issue with blocking after being hit during ground and pound:
    • Fixed a bug where after a clean hit, follow-up punches that varied by type, side, or target would bypass the block and deal full damage despite the blocking animation looking successful.
  • Fixed an issue with damage received after posting strikes in ground and pound
    • This fix might not yet cover all instances of attacks bypassing posting. We are continuing to monitor and investigate such issues.
  • Reduced rate of stamina recovery during ground and pound
    • Stamina recovery during ground and pound used to be much faster than in the ground game (tight positions). This made it harder for the defender to capitalize on a stamina advantage they gained during ground and pound because the attacker could easily recover stamina by idling for just a short time. We’ve tuned the ground and pound stamina recovery rate so that is similar to that of the ground game. This mostly benefits the defender by making ground and pound reversals and the special transitions out of ground and pound more viable.
  • Tuned stamina and damage on the back drop takedown:
    • The stamina drain from the backpack no longer applies during the back drop animation.
    • Reduced the stamina cost of performing the back drop.
    • Opponents will now take body damage and incur some stamina drain from the slam.
  • Fixed an issue where escaping choke submissions drained too much stamina:
    • Escaping a deep choke – when the attacker has a lot of progress it is supposed to drain a considerable amount of temporary stamina and only a small amount of permanent stamina. A bug has been fixed where some choke escapes could result in a large amount of permanent stamina being drained from the defender.
  • Added ability for the sub fighter to trigger an immediate escape after denying the backpack transition:
    • Prior to this fix, the backpack could be attempted several times in a row, despite being denied and while the opponent would be trying to escape. This was unfair, as each of these denials would provide the dominant fighter one more chance to perform a mix-up. This situation also encouraged the submissive fighters to attempt to cease this relentless attack by trying to transition to cage single under, which is not the proper counter to the backpack – as the backpack tends to win the race if the moves are attempted at the same time. After the fix, one denial of the backpack is enough to grant the submissive fighter an immediate escape from the cage back clinch.
  • Fixed an issue with the stamina drain on headlock denials:
    • Previously, headlock attempts drained the defender more than the attacker, even when denied early. This issue allowed headlock to be an overpowered tactic. Now, an early denial will significantly drain the attacker and will not drain the defender at all.
  • Added stamina tax to the attacker for low single takedown denial:
    • This takedown was missing the stamina drain to the attacker when a denial happens. It had the drain from attempting but not from being denied. Now it has the correct stamina drain from the denial.
  • Fixed an issue causing takedown feints to count in stats:
    • Takedown feints were counting towards total takedown attempts in post-fight stats causing confusion, especially for AI matches.
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Discussion
  1. Theres none...at all
    I dont understand why they didnt put Alexa Grasso at flyweight or Frankie Edgar at bantamweight,most of the patch was GnP.
    Kinda disappointing
    First ranked fight got matched up with some crazy CAF. He spammed clinch u til he got it, and spammed standing guillotines until he got it. His stamina was about 30% mine was at about 90, and he submits me...
    Ugh. Rough start.
    Counter Punch
    First ranked fight got matched up with some crazy CAF. He spammed clinch u til he got it, and spammed standing guillotines until he got it. His stamina was about 30% mine was at about 90, and he submits me...
    Ugh. Rough start.

    Wow. Come on EA, there's no excuse for this type of madness.
    Cmaxwell769
    Any patch notes or dev comments?
    Man thanks

    Are the patch notes only being posted to discord? I don't use that app and have no interest in using it just for patch notes.
    NEWSS
    So, does GnP work better?
    Sent from my SM-A505FN using Operation Sports mobile app

    I found defense a lot better, however the recovery rate seems to impact positions like crucifix too, which means a guy can spam transition denials and your stamina on top won’t recover, this is fine if you want to sub him but if you don’t have a submission fighter it seems like a stall tactic
    Too early rn for me to be sure about this thogh
    STILL NO FIX ON THE PURPLE SCREEN GLITCH!
    I can not play a single dam game of ranked since release this is ridiculous!! I’m convinced they have no idea how to fix it, at least I can still justify my refund for this broken soulless cash in. I understand devs aren’t to blame. ITS EA! you disgusting excuse for a game company Making your devs work for peanuts and leaving them to cop all the hate for this POS game.
    IDK man. I find myself playing this because of my intense love for MMA but this is just a bad game. Design wise and mechanic wise. I don’t know if any patch can change that
    Patch notes for those wanting to know/don't use Discord;
    Patch 2.03 is now live on Xbox and PS4 now! Make sure to download and install the update. Full Patch Notes below:
    Full Notes 2.03 Pt. 1
    Hello EA SPORTS UFC fans! An emergency patch (2.03) for EA SPORTS UFC 4 was just released. Make sure to download the update from your respective console. With this patch, we aimed to address a significant bug affecting many members of the community (purple screen bug) as well as various elements of gameplay. The full patch notes can be found at the bottom of this page.
    The purple screen bug has been a top priority for the team since it was first reported and it has been challenging to pinpoint the exact cause. The fix we implemented in this patch should eliminate or greatly reduce the frequency of occurrence for the bug, but we will continue to monitor its status and make changes if necessary.
    For gameplay, we addressed some significant issues affecting ground and pound in the patch. There were a few bugs we fixed that were impacting the player’s ability to defend against a postured opponent. We also nerfed the stamina recovery rate for ground and pound which will help the defender to better capitalize on stamina advantages. Additionally, you will see fixes and balancing for some of the choke submissions (looking at you headlock). There are more gameplay tuning/fixes coming in a future patch that will look to address other pieces of community feedback.
    The team has been reviewing and working to address many areas of community feedback outside of gameplay. One of the most common questions we’ve seen has been around when new fighters will be added to the game. Adding new fighters to the game is one of the more time-intensive processes and it’s something that we have been working to prioritize. We are looking to roll out the first new fighter additions in the coming weeks, and we plan to continue evaluating community feedback to add more in the future.
    We want to thank all of our players for their passionate feedback and we are excited to continue working with the community on improving the game!
    Full Notes 2.03 Pt. 2
    1. Fixed stability issues related to the purple screen bug.
    2. Removed haptic feedback from online modes.
    3. Fixed exploit with Cage Back Clinch drives
    4. Fixed a bug where headlock stamina drain was excessive:
    • For these special clinch positions, there is an intended stamina drain that was unnecessarily continuing during the animation of their follow-up move. In the case of the headlock, the stamina drain incorrectly continued during any guillotine entry animation. For backpack, the drain continued during the rear naked choke, back sitting takedown, and back drop animations. The stamina drain during these animations will no longer occur and this should make the headlock and backpack much more balanced.
    5. Fixed various issues with ground and pound defense against flurries:
    • Fixed an issue where defenders were unable to block immediately after posting in ground and pound.
    • Fixed an issue where players were unable to successfully post strikes after successful blocks in ground and pound.
    6. Fixed an issue with blocking after being hit during ground and pound:
    • Fixed a bug where after a clean hit, follow-up punches that varied by type, side, or target would bypass the block and deal full damage despite the blocking animation looking successful.
    7. Fixed an issue with damage received after posting strikes in ground and pound:
    • This fix might not yet cover all instances of attacks bypassing posting. We are continuing to monitor and investigate such issues.
    Full Notes 2.03 Pt. 3
    8. Reduced rate of stamina recovery during ground and pound:
    • Stamina recovery during ground and pound used to be much faster than in the ground game (tight positions). This made it harder for the defender to capitalize on a stamina advantage they gained during ground and pound because the attacker could easily recover stamina by idling for just a short time. We’ve tuned the ground and pound stamina recovery rate so that is similar to that of the ground game. This mostly benefits the defender by making ground and pound reversals and the special transitions out of ground and pound more viable.
    9. Tuned stamina and damage on the back drop takedown:
    • The stamina drain from the backpack no longer applies during the back drop animation.
    • Reduced the stamina cost of performing the back drop.
    • Opponents will now take body damage and incur some stamina drain from the slam.
    10. Fixed an issue where escaping choke submissions drained too much stamina:
    • Escaping a deep choke - when the attacker has a lot of progress it is supposed to drain a considerable amount of temporary stamina and only a small amount of permanent stamina. A bug has been fixed where some choke escapes could result in a large amount of permanent stamina being drained from the defender.
    Full Notes 2.03 Pt. 4
    11. Added ability for the sub fighter to trigger an immediate escape after denying the backpack transition:
    • Prior to this fix, the backpack could be attempted several times in a row, despite being denied and while the opponent would be trying to escape. This was unfair, as each of these denials would provide the dominant fighter one more chance to perform a mix-up. This situation also encouraged the submissive fighters to attempt to cease this relentless attack by trying to transition to cage single under, which is not the proper counter to the backpack - as the backpack tends to win the race if the moves are attempted at the same time. After the fix, one denial of the backpack is enough to grant the submissive fighter an immediate escape from the cage back clinch.
    12. Fixed an issue with the stamina drain on headlock denials:
    • Previously, headlock attempts drained the defender more than the attacker, even when denied early. This issue allowed headlock to be an overpowered tactic. Now, an early denial will significantly drain the attacker and will not drain the defender at all.
    13. Added stamina tax to the attacker for low single takedown denial:
    • This takedown was missing the stamina drain to the attacker when a denial happens. It had the drain from attempting but not from being denied. Now it has the correct stamina drain from the denial.
    14. Fixed an issue causing takedown feints to count in stats:
    • Takedown feints were counting towards total takedown attempts in post-fight stats causing confusion, especially for AI matches.
    End.
    A small tuner also just went live following the release of Emergency Patch 2.03, here's the details:
    1. Clinch - Increased vulnerability on clinch entry:
    • Entry vulnerability was too low allowing users to attempt the clinch with little risk of being countered. The increased vulnerability is significant for frontal strikes (jabs, straights, superman punch, front body kicks). This change will make countering clinch entries deal more damage and help to deter clinch spam.
    2. Fixed an issue for alternating ground and pound hooks that was allowing them to be faster than intended
    3. Added clinch to Wanderlei Silva’s moveset
    4. Added submissions to Cynthia Calvillo moveset
    5. Updated Ben Askren’s fight record
    Nothing new with respect to being able to freely edit my offline CAF fighters.
    We are still forced to use archetypes, which limit a lot and make multiple clones in my creations, since there is no way to do anything outside of what is established in those archetypes.
    Regarding being able to save more than 22 fighters, I am very negative, I no longer expect this to be repaired in any patch, we will continue with this ridiculous and limited number.
    No clinch denials, auto pulling from postured up and not being able to transition during ground and pound pretty much ruin the game.
    We now have less control of the fighter than in the previous game. Couldn’t care less about tuning ground and pound when it’s still the same trash mechanic that auto pulls and doesn’t let you transition. Well, apart from if you manage to frame or dodge a punch and then the game might or might not do it for you.
    ryangil23
    No clinch denials, auto pulling from postured up and not being able to transition during ground and pound pretty much ruin the game.
    We now have less control of the fighter than in the previous game. Couldn’t care less about tuning ground and pound when it’s still the same trash mechanic that auto pulls and doesn’t let you transition. Well, apart from if you manage to frame or dodge a punch and then the game might or might not do it for you.

    Its like gpd had said. They pretty much just want every fight to end by ko. But even then the finishes look terrible.
    Sleep Doctor
    Its like gpd had said. They pretty much just want every fight to end by ko. But even then the finishes look terrible.

    When did he say that? My impression was that he said that they wanted KOs to be definitive, within the context of not having true TKOs. Did I miss something?
    Counter Punch
    When did he say that? My impression was that he said that they wanted KOs to be definitive, within the context of not having true TKOs. Did I miss something?
    He said that some higher ups wanted the outcome to be clear, so they opposed his suggestion to implement more realistic TKOs.
    Very weird decision, also considering that these KOs are not only unrealistic, but not even spectacular for casuals. They're objectively anticlimactic .
    Someone thinks it's just cosmetics, but finishing the fight in a satisfying manner is very important.
    Sent from my SM-A505FN using Operation Sports mobile app
    NEWSS
    He said that some higher ups wanted the outcome to be clear, so they opposed his suggestion to implement more realistic TKOs.
    Very weird decision, also considering that these KOs are not only unrealistic, but not even spectacular for casuals. They're objectively anticlimactic .
    Someone thinks it's just cosmetics, but finishing the fight in a satisfying manner is very important.
    Sent from my SM-A505FN using Operation Sports mobile app

    More definitive like when you knock someone down 10 times and you can’t jump on them but they manage to jump on you once and ground and pound you to a KO in full guard. Unbelievable.

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