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The AI is basically stupid, I am currently progressing through a career with Sugar Ray Leonard I unified Middleweight and dropped to Welterweight. I have just had my second fight at this weight, my overall stats are 96% with stamina being 99%. I conserve my stamina so I can virtually last a fight without going into the 40% flat footed state. The fight I just had I inflicted 2 Knockdowns on the AI by round 5 clearly ahead but my stamina was suffering trying to get the KO. All the way through this the AI is still on 90% to 95% stamina with a similar punch output to mine. I was hitting them with power punches to both head and body with very little effect hardly any damage being done then round 7 I was below 40% so moving like a cow chained to a fence, then one power punch from the AI and I was down 1 punch completely drained all of my body endurance. In the many hours I have put into this game apart from flash KO's and Knockdowns not once have I had a power punch completely drain the AI Head or Body levels.
The AI stun state is also ridiculous, there was several times I had the AI stunned and my punches just would not land! it is like your controller disconnects from your boxer and you can not hit a wall in front of you.
There is so much still wrong with this game, the AI needs toning down from PRO level up and from the very start of the ear;y access the Player Boxer Stamina needs to be sorted out or the AI needs to match the Players rather than having hardly any drain at all!!
I've juist got undisputed in 2 weights with Frank Bruno but even at 95 overall my conditioning is so bad, that it doesn't regenerate during breaks so, like you said, you basically have to run for the last 5/6 rounds cos you're flat footed on %20 and can barely throw a punch.
I've just started a new career with conditioning starting at 70 to see if it helps but either way, it defo needs fixing!
☝yep that pretty much sums it up
I really hope that testers and developers read us and they will fix this by the next update. If everything stays the same, I'll play the old Fight Night and enjoy boxing.
In 2025, Fight Night 2004 is still a better game than this piece of crap.
In early access i noted it was mostly in relation to the ai resilience in getting up from knock downs and I think that's still primarily the difference. Low ranks only get up 1 to 2X with undisputed getting up 3-5x.
Yeah ao one aspect that just doesn't seem to get any traction with people is understanding how the stats predetermine outcomes a lot. The majority of the mechanics are tied only to the stats the fighter has and there are not a lot of sub systems. The best way to describe what a deeper system would be would be to look into customizing an NBA 2k25, fifa or madden game and see all the sliders for the player, the cpu, the stats of players, their tendencies, etc. We are talking thousands of variables at your finger tips.
So let's say two players are gonna try to rebound the missed shot in the basketball game, the player may have a crappy character but amazing timing and actually outskill the other player using a baller with a 98 rebound ability. However, it's easy to notice when the skill is taken away from you with the inability to jump for the rebound, shoot with perfect timing or any other factor in order to sway the game in the other way. And it all makes sense. It has to be like that. But the idea is to make it as skillful as possible and not noticeable how limited the player actions really can be.
With undisputed, it's not punch tracking missing the shots. It's just that there are not so many complex sub systems and variables that make the game feel authentic and nuanced. It's simply a big shield that prevents the fighter from getting hit because there stats tell the story OR the other player can't land that many consecutive strikes or else the fighter will be KOd or knocked down way too quickly. So it's all a way to make games feel a bit more even and is part of a really messed up philosophy in gaming coupled with biased data driven studies that will show more monetization and "engagement" if the matches look like X instead of Y.
But it seems like this was fixed a bit in the last player test so I'm assuming they have tuned it again to allow players to actually hit their opponents and if they get hit a lot and fall...so be it. Which is the way it should be. But the complexity isn't there and the invisible wall has been a talked about issue from day 1 so only so much can be done.
They do, but all Ai do this to a degree. However as the game is currently, it's just overly obvious given how slow everything unfolds. So you can literally see when you throw a punch that they will be able to have a non human reaction as they block it before the punch even lands. Even if you try to be totally unpredictable it won't matter as it's just overtuned currently. Then the other main mechanic is that the invisible wall will just block off any punches that are determined to not land. However people that did the player test said that a lot of these issues will be fixed in the next update so that will be good for a lot of people.