The Thrill of the Fight

The Thrill of the Fight

Dman883 Jan 16, 2020 @ 1:28pm
Unable to land strong punches
I lost a few bouts my first time out before learning about the punching/scoring system. Next couple of fights I got 2 TKOs and a few scorecard wins. The next day, I can't get a single weak spot/hard hit to save my life. Has something changed or do I just have the yips or something?
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Showing 1-15 of 17 comments
Netheri Jan 16, 2020 @ 10:49pm 
After a full round (or was it a full match), game adjusts the "handicap" of the players hits (if it's enabled), meaning game takes your height and speed of your punches and counts the handicap level from those against the last round/match. So that's going to make a difference for sure. Don't worry, take it easy, kiss the floor with bloody lips and the "handicap" raises. ;) Also, there are few tougher opponents than other on the ladder.
Dman883 Jan 17, 2020 @ 8:18am 
I get it. I was suddenly back to not being able to hit my sparring partner after having TKO'd Ugly Joe and the next guy. I definitely overdid it. I think the game has an issue with running in Oculus mode. I fond that when I run it, the game does not recognize my play space. It says 1.5x1.5 when it's actually 2.5x3.5. Something is not crossing over. Not an issue when running in Steam. Maybe the power adjustment is being affected similarly. I've set punch power manually and have found a decent level. Doesn't help that I hurt myself so bad I can't use my right arm... One-armed boxer FTW! :P
Netheri Jan 17, 2020 @ 10:58am 
I use Oculus version, no problems other than what the Oculus system itself brings these days. :D
Ian (Sealost)  [developer] Jan 17, 2020 @ 3:45pm 
Netheri may be right that it's your multiplier, but I have a couple notes on that:
  • The system looks at every hit you land and can adjust your strength downward (making you weaker) at any time. It will only adjust your strength upward (making you stronger) at the end of the round using your punch data from the round.
  • It doesn't use your height for this - just the impact velocity of your punches (with a few other factors to account for some types of punches being faster).

It's possible that what is happening is that you happened to swing harder than normal during a round, which caused your multiplier to drop, so you didn't feel any stronger despite hitting harder. However, when you went back to your "normal" swings, they now felt weaker, too, due to the lower multiplier. That encouraged you to continue swinging hard to try to make up for the weaker feeling, which meant the multiplier never got a chance to readjust based on your "normal" hits.

To get around this, go to the very bottom of the Settings menu and turn off the "Automatic Force Adjustment" checkbox. Two sliders will appear that you can use to manually adjust your level of strength. I'd recommend leaving them as-is and playing a match. If you still feel too weak, adjust them upward by 0.1x and go play another match (and repeat until you feel strong enough). Small changes will make a huge difference.

However, if the problem is that you were nailing weak points on the boxing dummy no problem before, but can't seem to now, then I'm not sure what the cause would be. The game hasn't been updated recently, and I don't think there have been any SteamVR or Oculus updates that would make any difference over the last few days.
Ian (Sealost)  [developer] Jan 17, 2020 @ 3:46pm 
Originally posted by Dman883:
I fond that when I run it, the game does not recognize my play space. It says 1.5x1.5 when it's actually 2.5x3.5.

What headset are you using? I've only heard of this happening with players using Virtual Desktop or Link with the Quest, and in that case it's because the Quest won't share its boundary data with the PC for TotF to calculate your play space from.
Last edited by Ian (Sealost); Jan 17, 2020 @ 3:46pm
Netheri Jan 18, 2020 @ 1:14am 
Originally posted by Ian:
Netheri may be right that it's your multiplier, but I have a couple notes on that:
  • The system looks at every hit you land and can adjust your strength downward (making you weaker) at any time. It will only adjust your strength upward (making you stronger) at the end of the round using your punch data from the round.
  • It doesn't use your height for this - just the impact velocity of your punches (with a few other factors to account for some types of punches being faster).

It's possible that what is happening is that you happened to swing harder than normal during a round, which caused your multiplier to drop, so you didn't feel any stronger despite hitting harder. However, when you went back to your "normal" swings, they now felt weaker, too, due to the lower multiplier. That encouraged you to continue swinging hard to try to make up for the weaker feeling, which meant the multiplier never got a chance to readjust based on your "normal" hits.

To get around this, go to the very bottom of the Settings menu and turn off the "Automatic Force Adjustment" checkbox. Two sliders will appear that you can use to manually adjust your level of strength. I'd recommend leaving them as-is and playing a match. If you still feel too weak, adjust them upward by 0.1x and go play another match (and repeat until you feel strong enough). Small changes will make a huge difference.

However, if the problem is that you were nailing weak points on the boxing dummy no problem before, but can't seem to now, then I'm not sure what the cause would be. The game hasn't been updated recently, and I don't think there have been any SteamVR or Oculus updates that would make any difference over the last few days.

Ian, are you saying that when hitting the dummy, the blue mark means a hard punch and yellow is non-power punch? This would help a lot, if the power is set manually.
Dman883 Jan 21, 2020 @ 8:07am 
Originally posted by Ian:
Originally posted by Dman883:
I fond that when I run it, the game does not recognize my play space. It says 1.5x1.5 when it's actually 2.5x3.5.

What headset are you using? I've only heard of this happening with players using Virtual Desktop or Link with the Quest, and in that case it's because the Quest won't share its boundary data with the PC for TotF to calculate your play space from.
Rift S. It only happens when I run it in Oculus mode.
Dman883 Jan 21, 2020 @ 8:08am 

Ian, are you saying that when hitting the dummy, the blue mark means a hard punch and yellow is non-power punch? This would help a lot, if the power is set manually. [/quote]

Other way around. Yellow is a hard hit and blue a soft hit.
Ian (Sealost)  [developer] Jan 21, 2020 @ 9:13am 
Originally posted by Netheri:
Ian, are you saying that when hitting the dummy, the blue mark means a hard punch and yellow is non-power punch? This would help a lot, if the power is set manually.

The lights on the dummy represent how much "credit" you get for hitting a weak point. They give less information than looking at the info panel would give, but they give you an idea of how much credit you got without having to look away from your target.

If you get less than a 10% bonus, the light will be blue. If you get between 10% and 20% then the light will be yellow. If you get over 20%, then the light will be red. Only the sides of the chin and the liver can give a high enough bonus to display a red light.

Note that this works differently than the colored splashes you see when you hit the opponent, which represent the effectiveness of your punch instead of the weak point bonus damage value.

Also note that when you're punching the dummy or the heavy bag, the damage numbers you see do not use your multiplier - they are the "base" numbers that would then be multiplied by your multiplier if you were in a fight.
Ian (Sealost)  [developer] Jan 21, 2020 @ 9:15am 
Originally posted by Dman883:
It only happens when I run it in Oculus mode.

And it persists even when you load a new scene (like from the weigh-in stage to the gym or the gym into a fight)? I've had this randomly happen to me with the Rift S if it's just been sitting on the floor, and I haven't moved it yet to "activate" it before I start TotF. In those cases it seems like the game gets the play area size before the headset knows what play area it's in, or something like that. It fixes itself when I weigh in, though, or if I immediately restart the game.
Netheri Jan 21, 2020 @ 1:10pm 
Originally posted by Ian:
Originally posted by Netheri:
Ian, are you saying that when hitting the dummy, the blue mark means a hard punch and yellow is non-power punch? This would help a lot, if the power is set manually.

The lights on the dummy represent how much "credit" you get for hitting a weak point. They give less information than looking at the info panel would give, but they give you an idea of how much credit you got without having to look away from your target.

If you get less than a 10% bonus, the light will be blue. If you get between 10% and 20% then the light will be yellow. If you get over 20%, then the light will be red. Only the sides of the chin and the liver can give a high enough bonus to display a red light.

Note that this works differently than the colored splashes you see when you hit the opponent, which represent the effectiveness of your punch instead of the weak point bonus damage value.

Also note that when you're punching the dummy or the heavy bag, the damage numbers you see do not use your multiplier - they are the "base" numbers that would then be multiplied by your multiplier if you were in a fight.


So umm..harder/faster the hit on the weak spot ->blue and slower/weaker gives yellow or even red? At least if i hit harder on the dummy's weak spots, i get the blue and if "jabbing" i also get the yellow. Never managed to get red yet.
Ian (Sealost)  [developer] Jan 21, 2020 @ 1:39pm 
Originally posted by Netheri:
So umm..harder/faster the hit on the weak spot ->blue and slower/weaker gives yellow or even red? At least if i hit harder on the dummy's weak spots, i get the blue and if "jabbing" i also get the yellow. Never managed to get red yet.

The colored lights on the dummy don't show you how hard you hit. They show you how much additional effect you would receive from hitting the weak spot. It doesn't matter if you swing hard or soft - it matters that you're hitting the weak spot in the right direction.

Blue = only a little extra effect
Yellow/Red = a lot of extra effect

It's easier to get yellow/red when punching slowly because you likely have more control over the punch that way. But getting a yellow/red light on the dummy doesn't mean you landed a hard hit - just that you get a bit of a multiplied effect of the damage that hit would normally do.
Netheri Jan 21, 2020 @ 2:44pm 
Originally posted by Ian:
Originally posted by Netheri:
So umm..harder/faster the hit on the weak spot ->blue and slower/weaker gives yellow or even red? At least if i hit harder on the dummy's weak spots, i get the blue and if "jabbing" i also get the yellow. Never managed to get red yet.

The colored lights on the dummy don't show you how hard you hit. They show you how much additional effect you would receive from hitting the weak spot. It doesn't matter if you swing hard or soft - it matters that you're hitting the weak spot in the right direction.

Blue = only a little extra effect
Yellow/Red = a lot of extra effect

It's easier to get yellow/red when punching slowly because you likely have more control over the punch that way. But getting a yellow/red light on the dummy doesn't mean you landed a hard hit - just that you get a bit of a multiplied effect of the damage that hit would normally do.


Ah ok! Now i understand and this helps with the actual technical training. Thanks Ian from twisting it from railroad track for me. :)
Dman883 Jan 21, 2020 @ 5:33pm 
Originally posted by Ian:
Originally posted by Dman883:
It only happens when I run it in Oculus mode.

And it persists even when you load a new scene (like from the weigh-in stage to the gym or the gym into a fight)? I've had this randomly happen to me with the Rift S if it's just been sitting on the floor, and I haven't moved it yet to "activate" it before I start TotF. In those cases it seems like the game gets the play area size before the headset knows what play area it's in, or something like that. It fixes itself when I weigh in, though, or if I immediately restart the game.

On the main screen it says 1.5x1.5 and it's small when I enter a fight. Running in steam vr solves the problem.
Ian (Sealost)  [developer] Jan 21, 2020 @ 10:53pm 
Originally posted by Dman883:
Originally posted by Ian:

And it persists even when you load a new scene (like from the weigh-in stage to the gym or the gym into a fight)? I've had this randomly happen to me with the Rift S if it's just been sitting on the floor, and I haven't moved it yet to "activate" it before I start TotF. In those cases it seems like the game gets the play area size before the headset knows what play area it's in, or something like that. It fixes itself when I weigh in, though, or if I immediately restart the game.

On the main screen it says 1.5x1.5 and it's small when I enter a fight. Running in steam vr solves the problem.

What happens if you run through your Oculus Guardian setup again? I was able to play both through native Rift mode on the Steam version and the Oculus Store version and didn't run into this issue, so it's hopefully something that's fixable.
Last edited by Ian (Sealost); Jan 21, 2020 @ 10:53pm
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Date Posted: Jan 16, 2020 @ 1:28pm
Posts: 17