Long-time UFC fan & heavy UFC 4/5 player – happy to help with feedback/playtests
Hi EA_Mako and the EA UFC team, I’ve been playing EA Sports UFC since the very first game and I’m a long-time MMA fan who follows the sport closely. I really care about the franchise and would love to contribute in a constructive way. My background as a player / fan: Hundreds of hours across UFC 4 and UFC 5 on PlayStation Deep interest in MMA strategy, fighter archetypes, event structure, matchmaking, and career mode systems I’m not here to send unsolicited game ideas (I know the policy) - instead, I just want to say: 👉 If there are any official ways for dedicated players to help — surveys, interviews, focus groups, workshops or playtests — I’d be very happy to participate. I recently signed up for EA Playtesting and completed my profile, but I wanted to introduce myself here as well so the team knows I’m available and interested. I enjoy giving thoughtful, realistic feedback and I’d be happy to help with anything from gameplay feel to career mode structure to overall UFC authenticity. In the meantime, I’ll keep supporting the franchise. Thanks to the dev team for all the work you do — and thanks EA_Mako for always being present here. Happy to discuss with anyone in the community as well!26Views1like1CommentВнимание! Проблемы с соединением с соперником в UFC FC NHL!
Уважаемые менеджеры EA, я наблюдаю множество одинаковых проблем у пользователей из России с различными играми от EA (UFC, FC, NHL), у меня подобная проблема в NHL26 уже две недели не могу сыграть с соперником в сетевой игре (HUT Compare или HUT Championat) или не находит соперника, или находит, но обрывается соединение в самом начале матча на заставке начала игры, я так понимаю, в тот момент когда создается непосредственное соединение с соперником. И скорее всего вы правы, это происходит где то у нас у но видимо не у провайдера. К своему провайдеру по этой неисправности я обращался, и они проверяли мое интернет соединение уже четыре раза, и ни каких неисправностей найти не смогли, а так же уверяют меня что они ни чего не блокируют. Возможно это происходи на уровне РосКомНадзора Это лишь мое предположение, соединение всегда и четко обрывается в один и тот же момент. Если бы вы подсказали что меняется или происходит в момент создания игры с соперником, и мы могли бы объяснить это своим провайдерам, вы бы решили практически все вопросы на данном форуме. У всех пользователей с этой проблемой весь остальной интернет работает нормально и не наблюдается проблем в других играх, я например без проблем играю в CoD6 и Warzone и захожу в NHL HUT тоже без проблем хотя там уже необходимо соединение с сервером EA. Очень нужен ответ от технического специалиста EA который нам сможет подсказать что нам объяснять своим провайдерам. У меня провайдер проверял интернет соединение уже четыре раза за последние две недели, и конечно же не обнаружил ни каких неполадок. С другими играми проблем тоже не наблюдается. Заранее благодарен если вы сможете квалифицированно нам помочь. А всем пользователям с подобной проблемой ставьте пальчик вверх (может поможет), чтоб EA обратило на нас внимание.Solved148Views1like4CommentsAnnonce des noms des combattants crées Sur ufc 6
bonjour, est ce qu’il y aura une possibilité sur UFC 6 pour le présentateur d’annoncer les noms des combattants créés par les joueurs pendant les combats. Actuellement, seul le surnom ou des noms prédéfinis sont utilisés, mais entendre le vrai nom de mon combattant créé ajouterait un gros plus au réalisme et à l’immersion.63Views0likes0CommentsImportation de musiques personnelles pour les Walkout Songs
Bonjour, Je voulais savoir s’il serait possible d’ajouter une fonctionnalité permettant de transférer des musiques via clé USB afin de les utiliser comme Walkout Song pour UFC 6. Ce serait génial de pouvoir personnaliser davantage l’entrée des combattants avec nos propres morceaux, comme on pouvait le faire dans certains anciens jeux de sport. Merci de prendre en considération cette idée — elle rendrait l’expérience bien plus immersive et unique pour chaque joueur.15Views0likes0CommentsDemande de création de personnage UFC 5.
Bonjour, a propos d'UFC 5 je propose d’ajouter une version plus ancienne de Stephen Erceg datant de son époque ou il étais son meilleur niveau a l'eternal, par exemple en 2021-2023. Ce serait intéressant pour comparer les époques ou jouer avec leur style d’avant. plus vif et plus endurant. Je proposerais 97 en vitesse de coup de poing, 93-94 en puissance et 95 en précision, je trouve cela plutôt réaliste compte tenue de ses performances a cette époque.10Views0likes0CommentsFan Feedback for EA Sports UFC 6
I’ve been a dedicated fan of the UFC video game series since UFC 1, and I’m writing to provide detailed feedback as someone who has spent countless hours playing these games. While I love the franchise, I’ve grown increasingly frustrated with the lack of depth and passion in recent instalments across striking, grappling, submissions, and overall fighter mechanics. When I first watched UFC live, I found the sport itself somewhat boring. It was only after playing the video games that I began to truly appreciate how technical and intricate real fights are. The games have the unique ability to educate players on strategy, timing, and technique, turning casual viewers into informed, passionate fans. The current instalments have shown care in certain areas, such as striking, but the same level of attention and authenticity isn’t consistently applied across all aspects of the game. I believe UFC 6 has the opportunity to go beyond simply catering to casual players. By rewarding skill, strategy, and authentic fighter styles—similar to how FIFA engages casual players but still prioritises depth for hardcore fans—the game can incentivise casuals to become more hardcore, while giving longtime fans the complexity they crave. This feedback represents a fan perspective informed by years of experience, both in the real sport and in the video game series. Suggested Changes for EA Sports UFC 6 Striking System Landing Strikes Should Be Harder In UFC 5, it’s too easy to land clean shots. In real fights, landing a significant strike requires setups and timing. UFC 6 should make us work harder to connect, so every strike feels rewarding. Recovery After Stuns Should Involve Skill Opponents in UFC 5 recover unrealistically fast, often fighting as if nothing happened. In real fights, being rocked changes everything. Suggested Fix: Add a player-controlled recovery system using analog sticks (like Rockstar’s “drunk” mechanic in GTA/RDR). This adds skill-based depth and realism. Flash Knockouts Need To Be More Common Currently, fighters often need 5–6 knockdowns before a KO. In real fights, a single clean shot can end it. Impact of Harder-to-Land Strikes: Once landing strikes requires skill and setup, the chances of flash knockouts should naturally increase and feel more satisfying. This makes precision striking more rewarding and punishes reckless or poorly timed aggression. 1a. Footwork & Movement Mechanics Issue: Many players find the footwork in UFC 5 unresponsive, with poor positioning rarely punished. Real fights reward smart movement and punishing overcommitted opponents. Suggested Fix: Make footwork more deliberate and impactful. Overcommitting, poor lateral movement, or backing into corners should leave fighters open to counters. Impact: Encourages skilful positioning, improves defensive gameplay, and adds another layer of realism to striking exchanges. Animations & Pace More Strike Variety Needed: Real fighters throw strikes with subtle differences. A larger animation library would make fighters feel unique and realistic. Slightly Slower Overall Gameplay: UFC 5 can feel cartoonish at times. A small slowdown makes exchanges more authentic and impactful. Weight Class Speed Differences: Lighter divisions (flyweights, bantamweights) are fast but weaker; heavyweights are slower but hit harder. Suggested Fix: Emphasise speed, fluidity, and stamina for lighter classes, and increase knockout power for heavier classes. Impact: This gives players a reason to choose lower weight classes, creating fast-paced, skill-based fights that are fun and rewarding. Currently, many avoid them because they feel less exciting compared to heavier divisions. Damage System Current Issues: Damage in UFC 5 is often cosmetic or exploitable (e.g., doctor stoppages with little effect on gameplay). Proposed Fix: If landing strikes is harder, visible damage (cuts, bruises, swelling) becomes meaningful. Impact: Players are encouraged to engage strategically and actively, mirroring real fights where accumulating damage impacts performance and can end a fight. Additional Purpose: With harder-to-land strikes, opponents might try to avoid attacks and run away. The damage system prevents this over time, as even small strikes accumulate, creating pressure and incentivising engagement rather than stalling. Fighter Styles & Identity Replicate Real-Life Strengths and Weaknesses: Fighters in UFC 5 often feel interchangeable. Real fights are defined by styles and matchups. Example: Alex Pereira is dominant moving forward but weaker fighting off the back foot. UFC 6 should replicate this, forcing players to fight like their real-life counterparts. Elaboration: The game should almost require players to use each fighter in their real-life style. If a fighter excels at forward pressure, fighting defensively should reduce effectiveness; if a fighter thrives on counters, aggressive rushing should carry higher risk. This ensures that the fighter you select matters for matchup strategy, and countering an opponent’s chosen fighter becomes a key tactical decision. Players can no longer rely on generic play styles; success depends on understanding and executing the fighter’s authentic approach. Unique Play styles Add Depth: Like hero shooters such as Overwatch, each fighter should feel unique. Players should adapt their style to the fighter’s strengths and weaknesses, creating meaningful choices and encouraging strategic gameplay. Grappling System Still Behind Striking in Quality: Grappling in UFC 5 is shallow; many players avoid it because it feels limited and repetitive. In real fights, grappling is as technical as striking. Expanded Transitions: Current positions allow only ~3–4 transitions, limiting depth. Suggested Fix: Use both sticks—left for direction, right for expanded transitions—making each position more dynamic. Impact: Players will want to engage on the ground because skilled play is rewarded and choices are meaningful. Struggle Mechanic for Realism: Allow fighters to attempt risky transitions at the cost of stamina. Example: Sprawl and waste energy, or stay patient and risk being advanced on. Impact: Adds real-time risk/reward decisions, making ground fights more exciting and rewarding for skilled players. Encourage Active Engagement: Prevent passive top-position play by combining transitions and struggle mechanics. This keeps grappling engaging, mirrors real fight dynamics, and motivates players to fight strategically. Educational Potential: A deeper grappling system teaches players the complexity of real ground fighting, transforming it from an ignored mechanic into a fun, skilful aspect of the game. Clinch System Currently Abused: Clinches in UFC 5 are often spammed for elbows. In real fights, clinching requires setup and positioning. Proposed Fix: If striking is harder to land, clinches become strategic, requiring proper positioning and timing. Impact: Players will want to use the clinch because it rewards planning, timing, and skill, rather than acting as a spammy shortcut. Submission System Unrealistic Execution: In UFC 5, locking in a choke only reduces a health bar, requiring repeated attempts. In real fights, a choke often ends the fight immediately unless escaped. Suggested Fix: Remove the submission health bar. The challenge should be securing the submission position. Added Depth: Introduce a wider array of submission techniques and transitions, allowing players to use more skill, strategy, and timing on the ground. This creates depth similar to striking, so submissions feel skill-based rather than repetitive. Impact: Submissions feel more realistic and rewarding. Once locked in, fights are likely to end, mirroring real UFC dynamics, while maintaining skill-based depth. Conclusion UFC 6 has the potential to be the most immersive and skill-driven entry in the franchise yet. By implementing these changes, the game can better reflect the technical depth, strategy, and realism of real UFC fights while rewarding players who invest time in mastering its systems. My feedback comes from a place of passion as a longtime fan, and I truly hope it can help guide the development of a game that both challenges and excites players. Thank you for taking the time to consider this feedback. I’m looking forward to seeing UFC 6 reach its full potential and provide an experience that satisfies both longtime fans and new players alike.49Views0likes0Comments