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Simple "Predictions" Overhaul - replace with "Watch out for"


TAYNE

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I would simplify the predictions system with something that seems more organic, more intuitive and I think probably closer to reality - a little check box of things for your fighter to "watch out for." You hear coaches giving this advice all the time, you never see them giving a percentage-based breakdown of what they expect the opponent will come at their fighter with.

 

It's simple - you have a list of offensive maneuvers for the fighter to "watch out for" (punches, kicks, takedowns) they get a defensive bonus against these things based on how few things they are told to watch out for. One trick ponies, after all, eventually tend to become counterable in MMA.

 

If you want to complicate things a little bit - their defensive bonus is modified by their intelligence. Watch out for one thing or a category of things (Head kicks or just kicks, knees or clinch strikes). Have a sort of "boost" option - get a larger defensive bonus at the cost of aggression or defense against unrelated things (focus too hard on avoiding that takedown and you won't see that headkick coming - or focus too hard on defense and you forget to throw strikes)

 

I think this would greatly improve this game's intuitiveness and immersiveness while adding a nice layer of strategy.

 

Thoughts?

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Same could be said for sliders as well. You never see them giving a % breakdown of offensive attack. Shoot for takedowns 10% of the time, clinch up 10% of the time, and split head punches with leg kicks 60% and 40%!

 

Doesn't happen. No need to change it imo, because you can make the same case for setting your own fighters sliders.

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Same could be said for sliders as well. You never see them giving a % breakdown of offensive attack. Shoot for takedowns 10% of the time, clinch up 10% of the time, and split head punches with leg kicks 60% and 40%!

 

Doesn't happen. No need to change it imo, because you can make the same case for setting your own fighters sliders.

 

First of all, this really isn't a valid or relevant counterargument. It amounts to changing the subject, or something close to an ad hominem tu quo que. Whether it applies to the offensive sliders or not has nothing to do with what should be done with the predictive sliders. It's two separate things.

 

However, I'll take the bait - It makes sense for the offensive sliders to be more detailed than predictive ones. A team has more control over what it's fighter is doing (or at least what the corner can advise) than what the opponent will do. Ever hear a cornerman shout "BODY BODY HEAD!"? That's 66% body 33% head roughly. Cornermen call for all kinds of combinations that essentially reflect what's in the sliders. Effective defensive instructions tend to be simpler because the more you try to predict the less effective you will be by the very nature of prediction.

 

While Offensive sliders are somewhat unrealistically detailed, predictive sliders are ridiculously over involved compared to real-world defensive advice.

 

Apart from that, the predictive sliders don't allow you to decide what to do with the information you're predicting. What if you predict that the opponent will throw 50% punches and 50% takedowns, but he's an olympic wrestler with pillowy girl hands? Better to just say "watch out for the takedowns." If the answer to this is "just set the predictions to 100% takedowns," I hope you can see what's counterintuitive and flawed about that.

 

Of course, this is all separate the fact that the existence of one flaw should not prevent another one from being fixed.

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If anything needs improvement with predictions, this is adding some clinch and ground predictions.

 

Agreed... kind of.

 

"Predictions" are already sorta taken care of when you set your own ground sliders.

 

You can set your pace, control vs advance vs damage vs counter, and all that good stuff based on your opponents' skill level and what you think you need to watch out for.

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First of all, this really isn't a valid or relevant counterargument. It amounts to changing the subject, or something close to an ad hominem tu quo que. Whether it applies to the offensive sliders or not has nothing to do with what should be done with the predictive sliders. It's two separate things.

 

However, I'll take the bait - It makes sense for the offensive sliders to be more detailed than predictive ones. A team has more control over what it's fighter is doing (or at least what the corner can advise) than what the opponent will do. Ever hear a cornerman shout "BODY BODY HEAD!"? That's 66% body 33% head roughly. Cornermen call for all kinds of combinations that essentially reflect what's in the sliders. Effective defensive instructions tend to be simpler because the more you try to predict the less effective you will be by the very nature of prediction.

 

While Offensive sliders are somewhat unrealistically detailed, predictive sliders are ridiculously over involved compared to real-world defensive advice.

 

Apart from that, the predictive sliders don't allow you to decide what to do with the information you're predicting. What if you predict that the opponent will throw 50% punches and 50% takedowns, but he's an olympic wrestler with pillowy girl hands? Better to just say "watch out for the takedowns." If the answer to this is "just set the predictions to 100% takedowns," I hope you can see what's counterintuitive and flawed about that.

 

Of course, this is all separate the fact that the existence of one flaw should not prevent another one from being fixed.

 

 

I get what you're saying but the whole point of predict sliders is to be able to input your (predicted) opponents strategy. If you know your opponent is setting his sliders to 100% Counter 100% Counter Grapple 100% Counter TD, and implement that in your predict sliders, it helps you defend against it.

 

 

If your fighter is experienced and has IQ, checking "adapt to fight" will allow your fighter to bail you out of a failed gameplan and adapt to what's happening during the simulation. To what degree of effectiveness, idk.

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I get what you're saying but the whole point of predict sliders is to be able to input your (predicted) opponents strategy. If you know your opponent is setting his sliders to 100% Counter 100% Counter Grapple 100% Counter TD, and implement that in your predict sliders, it helps you defend against it.

 

 

If your fighter is experienced and has IQ, checking "adapt to fight" will allow your fighter to bail you out of a failed gameplan and adapt to what's happening during the simulation. To what degree of effectiveness, idk.

 

"To what effectiveness." That somes up a lot of my problem with the predictive sliders. I wish it was a little simpler and clearer. I'd have better idea of what I was accomplishing and feel way more like I was having an effect on the outcome of the fight.

 

Maybe I'm alone in this, though.

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"To what effectiveness." That somes up a lot of my problem with the predictive sliders. I wish it was a little simpler and clearer. I'd have better idea of what I was accomplishing and feel way more like I was having an effect on the outcome of the fight.

 

Maybe I'm alone in this, though.

 

Read the wiki. Explains it rather easily.

 

 

RNG is RNG man. Sometimes it rolls your way and in your favor, and sometimes you do everything right and you get a few bad rolls.

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Read the wiki. Explains it rather easily.

 

RNG is RNG man. Sometimes it rolls your way and in your favor, and sometimes you do everything right and you get a few bad rolls.

 

And some people think cucumbers taste better pickled. What does your little tautology contribute? Of course RNG is RNG. Thanks for that.

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And some people think cucumbers taste better pickled. What does your little tautology contribute? Of course RNG is RNG. Thanks for that.

 

You said you wish things were more simple and clear. Unfortunately without seeing the "dice rolls" behind the screens, or your opponents set sliders, you don't really know what happened. If you know your opponents is going to go 100% aggro 100% damage and you set your predict sliders up that way, it'll benefit you and give you a bonus at defending against it.

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You said you wish things were more simple and clear. Unfortunately without seeing the "dice rolls" behind the screens, or your opponents set sliders, you don't really know what happened. If you know your opponents is going to go 100% aggro 100% damage and you set your predict sliders up that way, it'll benefit you and give you a bonus at defending against it.

Eh, ok - I guess this is why I like my idea better. No matter what my opponent does, I know what effect I'm having on my fighter's strategy. It may shake out largely the same way, but presentationally I like my way better.

 

It's just me, though. I'm letting it go. Obviously the idea isn't going to pick up any steam with the community at large.

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