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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.
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.
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.
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.
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.
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.
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. :)
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.