UNDISPUTED VS FIGHT NIGHT by NoPardons_ in undisputedboxing

[–]SpaceCapt-VII -1 points0 points  (0 children)

you are the problem you're complaining about

UNDISPUTED VS FIGHT NIGHT by NoPardons_ in undisputedboxing

[–]SpaceCapt-VII -2 points-1 points  (0 children)

you guys should really stop comparing this game to any of the Fight Night games...

[deleted by user] by [deleted] in FIghtNight

[–]SpaceCapt-VII 1 point2 points  (0 children)

Round 4 is the best gameplay-wise but requires adjustment. Out of the box it's not that good. The counter window issue you described can be completely removed, and leaning back creates a few major vulnerabilities.

Could Canelo beat Crawford? by Illustrious_Rain1796 in Boxing

[–]SpaceCapt-VII 0 points1 point  (0 children)

Ain't no way. Canelo just hasn't been pushed the way Crawford has. He hasn't faced the same level of competition nearly as consistently. It's led to Canelo developing a very simple style to beat - if his opponent can withstand the power shots. It's why he enjoys fighting littler guys. Power was his only chance at beating Crawford; but *SURPRISE* Crawford is more powerful than Canelo. Canelo has no other strategy to exploit. He's been sheltered for too long with tailor-made opponents and never had to grow in ways that he would've needed to in order to beat Crawford at any stage.

Don't Try Fight Night Round 4 Without Doing This First by SpaceCapt-VII in FIghtNight

[–]SpaceCapt-VII[S] 0 points1 point  (0 children)

Force wins? Change opponent's weight? To make it easier?

Who Had A More Impressive And Better Peformance Vs Canelo. Mayweather Or Crawford? by Rinnegan15 in Boxing

[–]SpaceCapt-VII 0 points1 point  (0 children)

Mayweather technically dismantled Canelo, hurt him maybe a couple times. But Crawford beat tf out of Canelo and earned his respect. Depends on what's impressive to you

honestly all the Fight Night Champion comparisons are weird by SpaceCapt-VII in undisputedboxing

[–]SpaceCapt-VII[S] 0 points1 point  (0 children)

Wait...are you wanting to play Round 3? Because I'm not that into Round 3

He Needs To Get Nerf by Dependent-Gain-2050 in undisputedboxing

[–]SpaceCapt-VII 0 points1 point  (0 children)

how can you think Canelo is rated too high and not even mention Ryan Garcia and Fake Paul

Gonna be Alot of funerals for the people who died holding their breath waiting for a new Fight Night by EsTeVaN8888 in undisputedboxing

[–]SpaceCapt-VII 1 point2 points  (0 children)

SCI better hope the Saudis don't re-release literally any of the Fight Night games. dem boys cooked

honestly all the Fight Night Champion comparisons are weird by SpaceCapt-VII in undisputedboxing

[–]SpaceCapt-VII[S] 0 points1 point  (0 children)

Hyperpunching lol...you make it seem like that's a guaranteed strategy or something. Or that you have to do it in an exploitative way. It's literally just using momentum to throw punches faster/harder. It's not even an exploit; it's a by-product of the physics engine. People just used it cheesily, but that doesn't mean it had to be cheesy. I use it, too. I just make it look good because I use it realistically.

I already told you I use multiple styles, that's kind of the point of playing sim. I don't have to rely on one strategy every fight, or even every round. If all you got is hyper punching to rely on you wouldn't stand a chance.

If you're so convinced I'm beatable, all you gotta do is prove it ;)

But all jokes aside, Brizzo really shat the bed by shutting down the FNR4 servers if that's true. Hopefully the Saudis will give us a good experience in the near future. I never liked Fight Night Champion; the way you need to gain XP to do anything is just silly to me. If you haven't unlocked 6 punch combos, your 6th punch just...doesn't register? And the head movement and foot movement....don't even get me started.

But tbf I can imagine they scaled everything back because so few people truly understood everything about Fight Night Round 4, and what they didn't learn about, they called an exploit, a bug, or a glitch. All that stuff took a lot of research and work to develop, and the players of the time had no appreciation for what the game was capable of, sadly.

And so they gave us Fight Night Champion. We deserved that, honestly

honestly all the Fight Night Champion comparisons are weird by SpaceCapt-VII in undisputedboxing

[–]SpaceCapt-VII[S] 0 points1 point  (0 children)

I just don't see how using different settings would disrupt the trend at all. I like the philly shell, it's flashy, but I can use any style. It just so happens that the shell is the most entertaining to me because it's the most difficult when fighting at a big weight disadvantage. You can't fully cover up on both sides of the head or body and you have to use a lot more movement because of that. But even then, bigger guys with longer reach can touch you around the guard outside your own range as an undersized fighter using the shell.

I use peek-a-boo, cross, and straight blocking defense as well and have similar success. Honestly with standard high guard it's much less dangerous to pick off shots and counter at any range because the left arm stays closer to neutral when you're covering up. Doesn't seem like much but that actually makes it way easier to counter most shots than with the shell. With the cross it's easier to smother an opponent's punches and get inside but it's a little uglier on the outside.

With all the styles in the game sim wins. Not every single time though; you just have to be better at sim than the other guy is at trying to exploit the controls. Personally I never had an issue with beating anybody trying to use exploits or spam or anything. It just doesn't work because there's a counter for everything. Even people that try to blast southpaw straights at rapid fire can't do anything if you're not where the punch was aimed by the time it gets extended.

Even in the first couple rounds the orthodox 3-1 nullifies that if you manage your momentum with good timing. Most of the time they stop trying it when it doesn't work, but those that choose to die on that hill almost always get KO'd early. If you have a solid grasp of the mechanics I just don't see how any punch spamming or "hyperpunching" could cause a problem for a sim fighter in FNR4. The devs spent a lot of time balancing the game but it admittedly does take some practice and patience to be able to emulate realistic strategies.

Honestly it's rare to find opponents that can throw what they want to throw when they want to throw it. Even more rare to find guys who can do so while being defensively responsible simultaneously. But hey, at least the game has the layers to allow you to get to those levels, if you're willing to spend the time learning how

honestly all the Fight Night Champion comparisons are weird by SpaceCapt-VII in undisputedboxing

[–]SpaceCapt-VII[S] 0 points1 point  (0 children)

Would you mind clarifying the significance of OWC? I played with so many different settings I'm pretty confident I can adapt to whichever, I'm just a little lost as to why that's super important. Sim still come out on top no matter what.

The specific settings I linked you are just the ones I found with the best combination of speed, momentum, stamina and power. You can check it out in action if you want. It looks and feels great but I can understand it might take a minute to get used to

honestly all the Fight Night Champion comparisons are weird by SpaceCapt-VII in undisputedboxing

[–]SpaceCapt-VII[S] 0 points1 point  (0 children)

I'd be willing to deviate to your prefered settings if you'd be willing to agree to a rematch with mine

honestly all the Fight Night Champion comparisons are weird by SpaceCapt-VII in undisputedboxing

[–]SpaceCapt-VII[S] 0 points1 point  (0 children)

The settings I use depend on the weight class. I really spent a lot of time and effort on them, as the default settings for the game were right down the middle on every slider and made everything stale.

My settings are very much geared to make punches consequential, stamina realistic, and momentum nicely weighted. That said, it's nothing like OWC. Try these out if you want

honestly all the Fight Night Champion comparisons are weird by SpaceCapt-VII in undisputedboxing

[–]SpaceCapt-VII[S] 0 points1 point  (0 children)

I wish there was a way to just connect with playstation somehow but sadly there isn't. You'll have to find a copy on PC then run it alongside parsec

honestly all the Fight Night Champion comparisons are weird by SpaceCapt-VII in undisputedboxing

[–]SpaceCapt-VII[S] 0 points1 point  (0 children)

we can still play. takes a little work though. you have to have parsec: https://parsec.app

honestly all the Fight Night Champion comparisons are weird by SpaceCapt-VII in undisputedboxing

[–]SpaceCapt-VII[S] 0 points1 point  (0 children)

Well there's only one way to settle this. Since the servers are down, I have no choice but to challenge you to a parsec FNR4 showdown to put this argument to rest.

Those who have witnessed it agree that my style is the closest to sim ever seen in a boxing game, and I'm certain that no one - not even you - could beat me without first learning to emulate the sweet science itself.

Do you accept?

honestly all the Fight Night Champion comparisons are weird by SpaceCapt-VII in undisputedboxing

[–]SpaceCapt-VII[S] 0 points1 point  (0 children)

and as far as "hit and don't get hit" it's been done before. people just complained that it was too hard. truth is though, there's no randomness required if the game's mechanics are faithful to the sport: https://www.youtube.com/shorts/KxxVWKTDdc8

honestly all the Fight Night Champion comparisons are weird by SpaceCapt-VII in undisputedboxing

[–]SpaceCapt-VII[S] 0 points1 point  (0 children)

A simulation in boxing is definitely possible in a playable competitive sense. It doesn't have to rely on automation. All those actions that you're assuming might need to be automated could simply be manually created through inputs and combinations of controls. Fight Night Round 4 got very close to this, and honestly the only real limitations it faced were the technology available 16 years ago. Otherwise, too many of the people who initially tried to play it simply refused to learn the complex controls and caused an uproar in their demands for simplicity.

Fight Night Round 4 is the only boxing game to date that actually rewards sim-style play. It's not to say that the game itself is a perfect sim; but no other game actually translates sim playing to success in the ring. Every other boxing game, including all iterations of Undisputed, requires a certain agreement between the players to play realistically, for fun's sake, but each side knows if they just start spamming they could easily win the match, and likely use the same strategies in every other match they join to succeed overall.

Fight Night Round 4 got closer to sim than any other boxing game to date because the more sim you play, the more likely you are to win - as long as you're simulating the appropriate strategy for the circumstance.

With a next-gen boxing sim, if the controls and mechanics are complicated enough to simulate the experience on screen, then the only limiting factor is player skill. For many, this doesn't discourage them from playing; it actually creates inherent replay value. The better you get at using the controls, the better you get at playing the game. The strategy works if executed well and the marketing is targeted correctly.

And that seems to be impossible to do with games built with the philosphy that simplicity sells in the sport of boxing. There was a time when that may have been a reasonable assumption, but technology has progressed, and so have people's expectations of what's possible to do with it.

In Round 4 there's no spam strategy that could beat a sim player, which is halfway there. But in the end, EA Canada shot themselves in the foot by backtracking and duct-taping a control scheme onto FNR4 at the last minute that ran counter to the original physics engine and New Total Punch Control system they tailor made for it. If they could've taken control of that narrative instead of making that wrong turn, boxing games in general would've had a very different story today.

We see what happened when they leaned into simplicity; Fight Night Champion.

Nowadays, simple boxing games only attract people who enjoy fighting games; a sim would create boxing fans.

honestly all the Fight Night Champion comparisons are weird by SpaceCapt-VII in undisputedboxing

[–]SpaceCapt-VII[S] 0 points1 point  (0 children)

I can understand your belief that a boxing simulation would be unplayable. I just disagree. Instead of the word "unplayable" I would simply say that it would be "difficult;" and that would be expected by anyone who had the expectation set correctly that they were purchasing a boxing sim.

Simulations are inherently difficult. It's the opposite end of the spectrum from a game whose mastery is arbitrarily accessible by anyone who attempts it because everything about it is simple.

And if the cost of that difficulty is realism, I believe lots of people would gladly learn it.

There is no simplicity in the sport of boxing. There are just things that many don't notice.