The input delay present in even relatively lag-free environments makes reversals, counter-grappling strikes, and sprawling completely impossible to do on reaction. You either guess and do it right, or wait for the animation and eat the punch/takedown thanks to the incurably shitty netcode. The entire game feels like it's taking place underwater compared to local play, and it undermines the entire point of the game.
UFC 2009 Undisputed
Game » consists of 10 releases. Released May 19, 2009
UFC 2009 Undisputed is a mixed martial arts fighting game developed by Yuke's Osaka, developers of the WWE SmackDown! games. It is the first UFC game to be released under the licensing agreement signed with THQ.
This game is absolutely unplayable online.
I find I dont have a problem. Only 1 or 2 games out of 10 tend to suck.
Im finding that the career mode though is fucking retarded. I spent 2 rounds pounding Forest Griffin and Tito Ortiz until they were both bleeding and swelling up, Forest gets me with a cheap submission and Tito takes me to ground and we roll around for about a min until he finally defeats my counters and hits me like 5 times and knocks me out, when he is dipping blood.
This game has really rough edges, I must agree.
I'm not talking about matches that suck. I'm talking about the quarter-to-tenth second input delay present in absolutely EVERY MATCH. It's just enough to make everything in the game that requires sharp reactions or timing completely useless. Playing locally, you can wait for the animation of a transition to start before reversing. Online, you've got to guess, and that isn't arguable, even in the best of circumstances. Japanese developers continue to prove themselves utterly inept when it comes it recognizing obvious issues with taking their games online, and there is no excuse for it.
I havent had any problems online except the occacional quiter but thq is working on something for that. I have had minimal lag problems on a cable connection, usually it is good but when it is bad its the other persons connection sucking. im signed up for UOC 1 this weekend. www.undisputedonline.net
I'm 18-5, so please take your trolling elsewhere. A game that requires timing this precise becomes a joke under the conditions these developers have deemed sufficient for online play. Do you want to know how I've gotten to 18-5? I take them down, and immediately go straight to mount, because nobody can reverse transitions online, including myself. For the record, I can reverse a transition 100 percent of the time offline simply by waiting for the animation to start and flicking back. Keep trying though, asshole.
I think you connection sucks or something dude cause i have no issues with lag 99% of the time. and reversals are done frquently by a lot of people. Maybe you should drop your aDSL for a real connection.
No, it isn't ridiculous for me to expect a game that professes a high level of timing-based technicality to retain any of it when played online. Compared to local play, online feels slow and sticky, and you all know it's true. And yes, reversals are done frequently, but you have to guess at the timing for each match because the connection can be wildly different every time, and you can very rarely do it on reaction to the transition animation like you can locally. You don't even understand the difference, do you? Ever try to bock a head kick on reaction when playing online? There is a right way and a wrong way to run a fighting game online: HD remix and GGPO are doing it right with rollbacks. This game, and, unfortunately, SF4, are doing it the wrong way by introducing input delay. Any tournament level or highly technical Street Fighter player will tell you that input delay is unacceptable if you're serious about competetive play. The most depressing thing here is that while SF4 also introduces delay, it is very minor compared to this game, and hitting difficult one-frame links is still possible with an average connection. The developers themselves are claiming that the upcoming patch will address certain lag issues, and here's to hoping that this is what they're talking about, because otherwise, this game is not viable for serious competition online.
"@Flushes:well, i believe you have this problem... I dont.. so im sorry for you i suppose."
same here sorry you are having so many issues. lag is minimal on my end
" I'm 18-5, so please take your trolling elsewhere. A game that requires timing this precise becomes a joke under the conditions these developers have deemed sufficient for online play. Do you want to know how I've gotten to 18-5? I take them down, and immediately go straight to mount, because nobody can reverse transitions online, including myself. For the record, I can reverse a transition 100 percent of the time offline simply by waiting for the animation to start and flicking back. Keep trying though, asshole. "
Then the people you were playing against were terrible. Being fully mounted by a competent player is practically a death sentence. There is so little risk involved with immediately taking someone down and working from there, whether it be with strikes from guard/side control, or a fast full mount, that you'd have to be crazy to do anything else while playing online. The split second of input delay favours takedown attempts and repeated strikes from the top while blocking the grounded man's attempts to transition out. Played locally, the game behaves more like a fighting game in that it rewards fast reflexes by making strike counters and takedown sprawls viable on reaction; if you manage to read your opponent and correctly guess his next move, then your reward is even larger proportionate to the risk involved with guessing. When played online, even on an excellent connection, the defensive side of the game suffers the most because it is more reliant on timing. In an online environment, performing defensive actions purely on reaction becomes less reliable, and you are forced to guess far more often, whether you have a read on your opponent or not. The focus of the game changes, and the defensive side becomes an all-or-nothing struggle against an opponent who can simply force his offensive actions upon you and, more often than not, succeed.
I've had no problem with input delay. Now with quitters on the other hand, waiting for the patch to fix that for now.
" Then the people you were playing against were terrible. Being fully mounted by a competent player is practically a death sentence. There is so little risk involved with immediately taking someone down and working from there, whether it be with strikes from guard/side control, or a fast full mount, that you'd have to be crazy to do anything else while playing online. The split second of input delay favours takedown attempts and repeated strikes from the top while blocking the grounded man's attempts to transition out. Played locally, the game behaves more like a fighting game in that it rewards fast reflexes by making strike counters and takedown sprawls viable on reaction; if you manage to read your opponent and correctly guess his next move, then your reward is even larger proportionate to the risk involved with guessing. When played online, even on an excellent connection, the defensive side of the game suffers the most because it is more reliant on timing. In an online environment, performing defensive actions purely on reaction becomes less reliable, and you are forced to guess far more often, whether you have a read on your opponent or not. The focus of the game changes, and the defensive side becomes an all-or-nothing struggle against an opponent who can simply force his offensive actions upon you and, more often than not, succeed.This game is in dire need of some form of meter or score for the quality of connection with your opponent, and (this one is highly unlikely) a GGPO/HD remix style of netcode that uses rollbacks rather than raw Quake 3 style input delay. However, since this will become an annual franchise, we probably won't see any of this until next year. Here's to hoping that they get it right, because input delay is unacceptable in a game that contains so many tight, timing-based defensive actions."
I haven't had much of a problem with lag. It's the stupid rage quitters that are pissing me off. If someone quits, the shouldn't be counted as invalid. If someone truly did just have a bad connection, oh well. If you're broadband connection is that bad then maybe it's time to switch service providers.
None of you are understanding the problem. It isn't lag; if I had to put a latency to most of these matches it would probably be around 100. There is no packet loss and the game is smooth, but there is undoubtedly a disconnect from your inputs and the action on the screen that is not present when played locally. You can attempt to steer this discussion toward my supposed lack of skill all you want, but you appear no closer to understanding the issue at hand. And, once again, I have an overwhemingly positive record in ranked play to the tune of an 80 percent win rate in over 100 matches. I'm not here to compare e-peens, I'm here to have a discussion on the ramifications of this type of netcode in an online fighting game. What happens if this game becomes technical to the point of Street Fighter 4 or KOFXII (unlikely as that may be), and frame data begins to be examined? This game drops as many as 5-10 frames even on an absolutely excellent connection, and on a merely good connection, it just gets worse. To anyone with a good amount of experience playing fighting games seriously, this feels like an eternity and is game-breaking.
I've heard so many people complain about lag on this game, but I NEVER had lag when I was playing online. I just hate the random KO system that is in place. I just don't understand how I can lay into someone for two fucking rounds, get their stamina in the red, while I'm still in the green...and out of nowhere, I get three or four punches at me and I'm KO'd without a fighting chance.
the game calculates damage done on the fly and takes into consideration angle of attack, momentum, both fighters stance and much more.
also there is whats called a minor and a major counter.
a minor would be if you are hit when finishing an attack/recovering from one...such as a missed kick and then you get hit
a major would be you getting hit while starting an attack. such as you are starting a high kick and havent connected yet but they connecwhile you are perfmorming said move.
major has the highest chance of a KO
ok well no matter how much you want to cry about losing it still does what i said above. it was stated in a developer interview earlier.
you got KTFO bottom line. its ok cause you can play as much as you want and im sure when you get the KO you dont wonder why do you?
I can't tell if this stealth guy is a troll or just twelve. Either way, this is clearly not the forum to try to discuss anything meaningful without having everyone resort to personal attacks and lack-of-skill accusations. Yes, the game drops frames between inputs and actions, and yes, the flash knockout stuff is definitely also a factor in preventing anyone from taking it seriously competetively. I guess SRK has, like, one thread for this game? I'll leave you kids to whatever it is you think this conversation is about.
dude even if the ame does drop frames wtf is the pointbringing your complaint about it here?? go to thq forums and try to at least being it to someone that can address it andfis it. besides there isa patch comming on the 13th to address lag and quitters and other issues. im just tired of people complaining when the majority do not have any prob.
and f;ash Ko is just part of MMA/UFC i doubt there is a way tp dp it in a game without the possibility of it happening more frequently than in real life., the facttors for it to happen in real life come about far less than in a game simulation where people take far more chances and try to get the KO as much as possibleas oppose to a real fight where people do not take as many chances and do not open themselves up to a big punch to the face as often.
"ok well no matter how much you want to cry about losing it still does what i said above. it was stated in a developer interview earlier.
you got KTFO bottom line. its ok cause you can play as much as you want and im sure when you get the KO you dont wonder why do you?"
"@stealthdf2 said:*ugh* It's like talking to a brick wall. Really, it is. So you are trying to tell me that within 70-80 punches, I wasn't landing the right angles...but within three punches, he did? Well, how exactly do I go about doing that? Where are these angles and pressure points and such? Do I need to take advanced anatomy classes for this? -_-"ok well no matter how much you want to cry about losing it still does what i said above. it was stated in a developer interview earlier.
you got KTFO bottom line. its ok cause you can play as much as you want and im sure when you get the KO you dont wonder why do you?"All I'm saying is that despite what calculations and angles and other bullshit the developers want to throw out as excuses, the fact still remains that plenty of people still feel like the game is left more to chance than it is to actual level of skill required. = / I'm not saying that the game sucks ass or anything. It's actually really nice to have such a technical fighting game. Unfortunately, when I can pummel a dood and he stays up, but he can throw three punches and I'm out like a fucking light, then it makes me question why all that technicality is there in the first place.Also, there have been plenty of occasions where I got KO's and questioned it. For instance, if you look at my achievements, you'll notice that I have the achievement for knocking someone out in less than 20 seconds. Guess what? I don't know how the fuck that happened. I ran up to Rashad Evans, threw one headkick, and he hit the ground. ONE HEADKICK!!! That makes NO fucking sense, especially because I could throw tons of headkicks on someone else and it doesn't have the same effect. I even tried to recreate it time and time again in hopes I could be consecutive with it. Still haven't had it happen again.In a match against a friend, I tested something out with him. I threw nothing but jabs as Rashad Evans, and he threw nothing but body kicks as Forrest Griffin. Guess who got knocked out first? NEITHER OF US! IT WENT TO TKO BY DECISION!!! We did another round, same moves, and I knocked him out in the second round.Like I said, the game feels too damn random. This is an issue because people can only deal with so much randomness before they say "fuck this" and stop caring about it."
If I were you, I would have submitted him once he was in the red. You're always at risk when striking.
ok well i see your point but when you are trying to accomplish what they have aimed to it all boils down to math when you cram it into a computer and considering that they pulled it off nicely. think about fight night it is only acounting for one skill and attack which is punching. they had to accomodate for that plus kicks and you have much more movements, much quicker and not just one fighting style but a combination of up to what 9 and the movement of all is different as far as the 3 standups are concerned. chance you say...yes maybe but in real life chance plays more of a factor than people think. and there is much more than i can even account for that im sure they had to deal with and this is much better than any of the previous efforts and is damn fun while also promising a future for this type of game and a bright one at that. sure there are problems but there always will be both big and small. there is much more to be happy about than angry if you ask me.
"Well, that can happen in a MMA match, or boxing for that matter. All it takes is one punch or kick. There is a certain level of randomness to it, but that is what makes it dynamic, it's not suppose to be Street Fighter.If I were you, I would have submitted him once he was in the red. You're always at risk when striking. "
"ok well i see your point but when you are trying to accomplish what they have aimed to it all boils down to math when you cram it into a computer and considering that they pulled it off nicely. think about fight night it is only acounting for one skill and attack which is punching. they had to accomodate for that plus kicks and you have much more movements, much quicker and not just one fighting style but a combination of up to what 9 and the movement of all is different as far as the 3 standups are concerned. chance you say...yes maybe but in real life chance plays more of a factor than people think. and there is much more than i can even account for that im sure they had to deal with and this is much better than any of the previous efforts and is damn fun while also promising a future for this type of game and a bright one at that. sure there are problems but there always will be both big and small. there is much more to be happy about than angry if you ask me."
well have you ever played any MMO games or RPG alot of them are based on the "roll of a die" which is like a virtual dice rolling to decide how much damage your attack deals in star wars kotr for instance.chance is a HUGE part of gaming. even if it doesnt appear to be there it always is, you could say the computer is always deciding if you win or lose ultimately on some level.
" well have you ever played any MMO games or RPG alot of them are based on the "roll of a die" which is like a virtual dice rolling to decide how much damage your attack deals in star wars kotr for instance.chance is a HUGE part of gaming. even if it doesnt appear to be there it always is, you could say the computer is always deciding if you win or lose ultimately on some level. "
there are critical hits in UFC they are called minor and major counters. i mentioned them already all the angles and all that are supplemental to the hit which means the game is super deep and does take alot into consideration
"there are critical hits in UFC they are called minor and major counters. i mentioned them already all the angles and all that are supplemental to the hit which means the game is super deep and does take alot into consideration"
So...like I said...I'm sure UFC is fun to some people, but it's all pure chance and luck. There is little skill involved, and even if you have some form of skill, you could always easily get your ass handed to you by a button masher.
Ever hear of a "puncher's chance"? That is what they are trying to replicate. One fighter could be losing the match horribly, but with one punch come back and win. That is what makes it so fun. You're never completely out of a fight and even if you are losing you can come back. That is how actual MMA matches work. It would be dumb as all hell if you had "health bars". Might as well throw hadokens.
well as far as reversals go online i hadnt been reversing ground transitions as i was confused on how to do so. i did some research online tonight and tried it out and in my first 5 attempts i missed once. i had at least 3-4 reversals on the ground in most of my fights tonight.
" The input delay present in even relatively lag-free environments makes reversals, counter-grappling strikes, and sprawling completely impossible to do on reaction. You either guess and do it right, or wait for the animation and eat the punch/takedown thanks to the incurably shitty netcode. The entire game feels like it's taking place underwater compared to local play, and it undermines the entire point of the game. "
had a few OK matches but i cant get any inputs when i want them and its really really annoying...
another thing that got me was when i managed to get my opponent in an arm bar and the game decided it didn't want to go any further and there is me FRANTICALLY spinning ther R and nothing happening (he had no stamina left due to trying to take me down so much) but the clock continued down and the next round he punches me once and its all over :|
and then back to match's with lag, either delay or no reg... so i have given up for tonight and might return it to my work mate sooner than i thought... i originally intended on buying it but its a good thing i played it before i bought it.
"It would be dumb as all hell if you had "health bars". "
played like 20 matches lastnight , had a few quiters but only 1 laggy game. other games no lag i have no problems pulling reversals on the ground and cvatching strikes standing up. Flying armbar FTW!
I only get a few really laggy matches, but overall it plays fine for me.
The real problem is the effing QUITTERS! Honestly, I don't mind the fight going about 3 rounds (or even 5) and me losing, I DO effing care if the fight goes three or five fucking rounds for me to lock in a submission or TKO a guy and have them effing quit on me.
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