Fighter record in career mode
Im a player who mostly plays in Career Mode in UFC games. I dont understand why WFA organization is not in UFC Career Mode. If we can not get WFA league in Career plese give us an option to type fight record in CAF customization. It is very unrealistic to see a guy come into UFC with a 0-0 record. I think this is not a difficult think to add and it will improve immersion in career.Immersion is gone
I have played every UFC game that EA has put out and I am not happy with this new version. I enjoy playing the career mode and creating custom characters. Forcing the good gameplay to be only with the Legacy character was lazy and makes the game less fun. I can’t create rivals with fighters anymore. Just another in a long list of EA failures. It’s sad. Would really like it to release on PC too.Knockout Physics and Excessive Knockdowns Need Better Tuning
One of the biggest immersion breakers (outside of the dreaded Flow State) in UFC 6 is the current knockout and knockdown system. The ragdoll physics often produce results that simply do not resemble how a human body reacts to being knocked unconscious. Fighters frequently fold, twist, and contort in ways that appear physically impossible. Limbs bend unnaturally, bodies rotate in unrealistic ways, and the overall presentation can look more like a physics experiment than a professional MMA simulation. A knockout should be one of the most impactful moments in a fight. Instead, many finishes end up looking awkward or even unintentionally comedic because the ragdoll system takes over completely. I would rather see a more guided approach to knockouts, even if that means more animation based knockouts vs physics. Even if you could tighten up the ragdoll physics more would be a great improvement. If possible a hybrid system that blends physics with motion-captured knockout animations could produce far more believable results while still maintaining variety. Nonetheless, realism should take priority over randomness. The second issue is the frequency of knockdowns. For years, the UFC series has suffered from fights turning into constant knockdown festivals. While dramatic exchanges certainly happen in real MMA, they are the exception rather than the rule. Not every fight looks like Frankie Edgar vs. Gray Maynard. Yet in UFC 6, many competitive matches involve multiple knockdowns before a finish occurs. In reality, fighters often absorb significant damage without repeatedly entering dramatic wobble states or being dropped several times in a round. The current system can make fights feel more like an arcade boxing game than an MMA simulation. I'd like to see: Fewer overall knockdowns. Greater emphasis on cumulative damage. More realistic reactions to strikes. Improved knockout animations and physics. Less reliance on repeated stun and recovery sequences. The striking in UFC 6 has improved in many areas, but the knockout and knockdown systems still feel like one of the biggest barriers to achieving a truly authentic MMA experience.Allow Walkouts for All Fights in Event Creation
One thing I'd like to see added to Event Creator is the ability to enable full fighter walkouts for any fight, regardless of rounds or championship status. Currently, walkouts are generally limited to 5-round fights and title fights. While that makes sense for standard presentation, Event Creator is supposed to give players more control over how they build their cards. There are plenty of situations where a 3-round fight still feels like a featured attraction: Main card openers Rivalry fights Legends matchups Tournament finals Custom storylines created by players An option to toggle walkouts on or off for individual fights would give creators much more flexibility without affecting normal gameplay modes. Players who want a quicker experience could leave them off, while those looking for a more authentic event presentation could enable them. It seems like a relatively small addition, but it would go a long way toward making custom events feel more like real UFC cards and giving players greater control over the atmosphere of the fights they're creating.Offline is completely not fun to play and pretty much pointless
AI is simply not fun to play against and hasn't been for years, if ever really. AI has two modes outside of constantly backing away from you (which in itself is tiresome) - stand and do absolutely nothing while you tee off, or read every input you make with godlike frame perfect timing. It makes playing against the CPU a waste of time and the already tedious and boring and slow-to-progress-through-the-menus-of career mode absolutely non-viable.Fighter Likeness Should Extend to CPU
First, I want to give credit where it's due. UFC 6 has made noticeable improvements to fighter likeness. The updated models, animations, stances, signature strikes, and overall presentation do a great job capturing the look and feel of many real-life fighters. Unfortunately, that authenticity often stops once the fight begins. Many fighters still feel like variations of the same underlying AI with different attributes. While they may look unique and have their own animations, their decision-making can often feel surprisingly similar. Common examples include: - Throwing combinations while clearly out of range. - Repeated double uppercuts (sometimes triple) and other questionable strike selections. - Repeated ballerina twirl (feinting the spinning elbow). - Overly aggressive output regardless of fighter archetype. - Poor long-term stamina management. - Limited adaptation during the course of a fight. - Distinct fighter styles becoming less noticeable once the fight is underway. I understand there are already gameplay sliders and AI settings that allow players to adjust things such as striking output, stamina consumption, damage, recovery, and other fight variables. Those options are appreciated and absolutely have their place. However, my concern isn't primarily about numerical tuning. It's about the underlying decision-making of the AI. Even with sliders adjusted, fighters can still make unrealistic choices because the issue isn't necessarily how much they're throwing—it's why they're throwing. A more advanced baseline AI would go much further than simply adjusting output percentages or stamina values. The foundation should be built around: - Fighter IQ and decision-making. - Range awareness. - Stamina awareness and resource management. - Risk assessment. - Style-specific tendencies. - Adaptive game planning. - Awareness of fight context and scorecards. - More natural setups, feints, and reactions. A realistic AI shouldn't just react to what is happening moment to moment. It should understand the broader state of the fight. For example: - A fighter comfortably winning on the scorecards may become more selective and prioritize risk management. - A fighter who is down two rounds should become increasingly urgent and willing to take risks. - A fighter who believes they need a finish should actively pursue one rather than continuing to fight as if the bout is even. - A fatigued fighter should adjust their approach instead of continuing to throw at the same pace. - A hurt fighter may become more defensive, desperate, or opportunistic depending on their style and tendencies. Most importantly, fighters should have stronger behavioral identities. For example: - Max Holloway should pressure with volume and pace. - Israel Adesanya should manage distance, set traps, and counter. - Alex Pereira should be patient, selective, and dangerous without excessive output. - Merab Dvalishvili should overwhelm opponents with relentless pressure and wrestling. An Adesanya fight should feel fundamentally different from a Holloway fight. A Pereira fight should feel different from a Merab fight. The challenge should come from solving different styles rather than facing the same AI with different attributes. I know some players will point out that online opponents can already provide this variety. A skilled player who chooses Adesanya may fight like Adesanya. A Holloway player may push a relentless pace. UFC 6 has done a better job than previous entries at encouraging players to lean into the strengths and identities of the fighters they select. However, not everyone primarily plays online. For offline players, the AI is the sport. Career Mode players, tournament players, event creation players, and people who simply enjoy fighting the CPU rely entirely on AI behavior to create authentic matchups. When fighter identities break down, a major part of the UFC experience is lost. In fact, stronger behavioral AI could also serve as a teaching tool for newer players. If fighters naturally behaved more like their real life counterparts, players would begin to intuitively understand how certain fighters are meant to be used. They could learn pacing, distance management, pressure fighting, counter fighting, and stamina conservation through gameplay itself rather than having to study menus, ratings, or external guides. The series has made tremendous strides in visual authenticity. The next major step should be behavioral authenticity. The goal isn't simply less output or more stamina drain. The goal is smarter fighters that make smarter decisions and better reflect the athletes they are meant to represent. Fighters should not only look like their real life counterparts they should think and fight like them as well. Lastly, if any developers happen to read this, I would genuinely be interested to know whether this is something that can realistically be improved through UFC 6 updates, or if this type of AI overhaul is something that would need to wait for UFC 7. I'd love to hear how much flexibility currently exists within the AI systems and whether this is something that can be adjusted, tuned, or implemented with the current title.