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May 29th, 2012 03:54 PM
The injury issue might not be a problem. I ALWAYS heal new injuries after a fight and still the joiner bonus is there. So this might not be the problem.
May 29th, 2012 02:59 PM
|i did the long recalibrate but i did not try the quick one. it only works in single player. this might be another clue about the joiner bonus problem. |
May 29th, 2012 05:36 AM
|Ah, by the way: Do you use the quick-recalibrate (by simply pressing the O-button) or do you do the longer process to increase the speed?|
May 29th, 2012 05:30 AM
|That sounds interesting... does the recalibrating only work in the single-player mode and the fitness-pack-mode?|
I found the Duke-sparring-sessions in the fitness pack to be slower than the normal single-player fights. Is it the same with you?
May 29th, 2012 12:52 AM
|I have found a way to increase speed in training events and the fitness add on. All you have to do is recalibrate at anytime and your speed goes up every time. In online fights you can't do this. I was in some super glitchy fights today. the joiner lost 5 of 6 fights and did not seem to be moving.|
March 13th, 2012 05:39 PM
|sounds like a decent theory, it'd be easy to test that too I think. But it just seems more pervasive and consistent to me. Sometimes previous injuries are minor and the bonus seems to still be there. I'll definitely watch for injuries and see if that drives any perceivable change in the bonus.|
March 13th, 2012 05:28 PM
|From my experience, forgetting to heal an injured chest on either side will let you die within seconds of a new match. Injuries to the head are pretty bad as well.|
If this wasn't an added feature, then it is an unintended modification to a players stats. So, it is likely a temporary stats modification that CAN happen (meaning the developer has a method for increasing/decreasing theses stats), and the modification doesn't revert normally like it should. Injuries seem the most likely candidate to me, without knowing how they actually handle stats in the source code.
March 13th, 2012 05:26 PM
|that might be - but do injuries really affect how much damage you take or does it just cost money to fix? Something else to test!|
When the guy who originally discovered this issue brought it up, he and I "systematically" tested it. We took turns starting the fights and we took turns just throwing punches against the other guy who just held his arms out to his side, no punching, no blocking. The health meters definitely dropped quicker on the starter than on the joiner. Then of course we field tested it by actually fighting, and similar results as I've described resulted.
March 13th, 2012 05:16 PM
|you know what... I'll bet you the game is keeping your injury modifiers active when you host (or is failing to reset them until you join). It might be worth a use case... |
Preventing this could be as easy as entering a single player match, or training, before playing online... but that remains to be seen.
March 13th, 2012 04:46 PM
|I'm sure this is what you noticed. The thing is I believe this wasn't there upon launch, or it just wasn't as noticeable since everyone had different stats, we were doing single player to rank up, etc. Now when your own stats are static and if you fight the same person start/join you should see it. I think it was introduced though when they first patched the game.|
I have emailed Coldwood and they wouldn't confirm this problem, but did say they have no resources to work on a patch. They did make marked improvements to their tech with Move Fitness (I had to import it as it is not available in the US). As a fitness game Move Fitness is excellent, but no online fighting. If there were to be a Fight 2 I think it would be incredible.