r/ThrillOfTheFight

Finally!

I’ve been pretty hard on TOTF2 in the past, so I think it’s only fair that I come back and give the developers some credit when they get something this right. I loved the first game and played it a huge amount, and I was increasingly frustrated by how long the sequel took to arrive. Then when TOTF2 launched around multiplayer, I really didn’t enjoy it. I ended up deleting it and going back to the first game.
I’ve just tried the new single player AI in the PTC build and, bloody hell, this feels almost like a different game.
I played the original enough to know its AI extremely well, although I haven’t boxed in VR for a while. I just did three rounds against the new AI on normal difficulty and it was genuinely tough. I won, but I had to work for it. More importantly, I felt like I actually had to box. I was thinking about distance, guard, timing, choosing shots, reacting to what was coming back and not just working out an AI pattern.
For me, this is where TOTF2 becomes really exciting.
I understand the appeal of multiplayer, and I don’t think all of its problems are the developers’ fault. Real time VR boxing is an incredibly difficult thing to make work competitively. Even relatively small amounts of latency can matter enormously when you’re trying to slip, counter or judge whether a punch landed.
Then there’s the other problem, which no developer can completely solve: not everybody in multiplayer is trying to have a boxing match. Some people are simply trying to find the most effective way of winning within whatever the game currently allows. An exploit gets discovered, people use it, the developers quite reasonably try to counter it, and those changes can then affect people who were trying to use conventional boxing technique. Close one loophole and eventually somebody finds another one.
That isn’t really a criticism of the developers. I think it may simply be an unavoidable limitation of competitive VR boxing at the moment.
Single player doesn’t have that problem. The developers can concentrate on one thing: does fighting this opponent actually feel like boxing?
And this new PTC AI, for me at least, is getting remarkably close.
I went into it expecting to have a quick look and came out of three rounds thinking, oh my God, THIS is the sequel I wanted.
So yes, I’ve given the developers plenty of criticism in the past. This time they absolutely deserve the credit. Please keep developing the single player side of this game. It’s fantastic.

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u/Jaguar-Sweet — 12 hours ago

I love this game, but I’m going to offer some harsh criticism.

​

My thoughts on the PTC AI.

The issue with it constantly circling to the left and clinching is particularly noticeable in Standing Mode.

In Roomscale Mode, you have a few options to create distance using your own footwork, but even then, its pivots and clinches happen way too frequently.

So, you jab him. Throw a hook anticipating his pivot. Re-align your body. Clinch. It all becomes a mechanical loop.

You can win this way, but your own actions get dragged into a single repetitive pattern, stripping away any actual feeling of boxing.

You could try to keep your distance, but he’s just going to stick to you again anyway.

On top of that, trying to back off leaves you open to getting hit. The punches are weak, but it's infuriating—it feels like you're being tested by dirty tactics.

And the moment you trade a single punch, he circles around and clinches again. So the absolute optimal counter becomes throwing a right hook on the assumption that a clinch is coming. It lands, sure, but the sheer repetition is maddening.

The excessive clinching cuts into your cardio workout, and all that endless spinning around makes you dizzy. There’s definitely room for improvement. I’ve reverted to the live version for now.

At first, I was hyped about the new AI behavior.

I was also glad that landing punches felt easier.

But in my opinion, this is a game. Expecting an AI to act strategically like a human is a pipe dream. Even if you make the motions realistic, its actual behavior isn’t human.

An AI needs to serve its purpose as an AI. Instead of focusing on making the AI act "realistically" (which just ends up suffocating the player), the design should focus on expanding the player's strategic choices and making the fight fun.

For example, a specific AI move shouldn't be built around "simulating how a real human fighter acts." It should be designed with the explicit goal of "prompting a specific reaction from the player."

Things like, "Dodge this attack with head movement," or "This action is a counter opportunity—try landing a cross here!" I want the AI to be designed with that kind of intention. Do you get what I mean?

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u/domitoritorio — 10 hours ago

How to knockdown opponent in TOTF2?

I (slowly) played through TOTF2 Career on medium difficulty over the last couple of weeks, and won every fight, but I never once knocked down (much less out) an opponent. In fact, I have never managed to get a knockdown in TOTF2--whether in singleplayer or multiplayer. I don't have this issue in TOTF1: typically I win fights there by TKO (and I've beaten every opponent on Outclassed). Any suggestions for what I might be doing wrong?

reddit.com
u/arpruss — 16 hours ago

PTC Update

I tested out the PTC Update which includes the new ai. For reference I currently have 214 career fights in toft2 with just over 100 of them being outclassed. This review is based on the last 7 fights I have performed against the new AI on outclassed.

What I liked: the ai head movement and guard was much improved, glove placement covered much of the always open areas from the current ai. Punches came at various angles and timing of their punches was much less predictable. The footwork of ai was noticeable and mimicked more human like movements than previous. I did love that I could see the damage dealt that helped me to adjust my power angles and recognize openings for power, speed, angles. I did notice that the new AI did a better job of follow up protection. As in if I throw a jab at a distance the ai felt as if it were anticipating a cross and tried to block my next shot. The previous AI I felt was very vulnerable to followups as well as had predictable blocking sequences that once learned made it easy for me to get 5 solid hits in. This new ai prevented that much better.

What I disliked: the speed of punches was significantly slower. Much easier to dodge and avoid due to the slow movement. The ai constantly drifted to its left 90% of the time and did not adjust to my movements. I felt like I was going around in circles to my left the entire time. If I moved to the right at all it automatically put us in a clinch. It was slow forward and back movement. The ai seemed to, if it wasn't drifting to the left come straight into the pocket, no set up, just run right into me. Now irl I'm all for that being a boxer who loves fighting in the pocket, but it was annoying to have that given to me on a platter, even taller opponents went straight to the pocket. Clinching was a problem here as well. I had a hard time getting my heart rate up in these matches due to clinching. Against the old ai I fought in the 170-180 heart rate. With this new ai I struggled to break 160 due to the amount of breaks from clinching. The biggest dislike I had was the loss of intensity from the fight. The previous AI on outclassed was aggressive, fast, constant pressure, tons of energy and I loved it. I know they incorporated the stamina into the ai and I could hear him breathing when he got tired. I didn't love that, it was a bit creepy and loud but also he just didn't seem to have much energy. (Need to put him through some conditioning) Now if each AI was different and came with different stamina, power, technique that would be awesome, I didn't notice to much difference between each fighter though. I'd love for the intensity to come back though.

That's my review what has anyone else noticed when playing against the new ai?

reddit.com
u/Electronic_Guard947 — 1 day ago

Easing up on the weight.

As someone who strength trains, when I find myself getting sloppy/moving too fast on my negative/showing bad form, one of the first things I do is decrease the weight and hyperfocus on form. Then after a bit and a few increases in weight and ego I'll catch myself being a sloppy boy lol and the cycle resets.

15 min ago was my penultimate fight in career mode, and I saw my self playing the game instead of boxing. I told myself I wanted to drill rolls and slips, but I found myself cheezing uppercuts in close and chasing KOs.

As much as I want to do my tournament fight tomorrow, I'm going to go to training and select an easy opponent. I'm going to review a few yourube videos and do some mirror work and I'll try to hit like 6 rolls, 6 left slips, 6 right slips per round- hands up entire time. I'll do that for a fight, then regular box for one or two more fights, then after I'm a bit gassed do the training for another fight. I'm planning on doing this until I feel I've really evolved and I'll enjoy my tournament fight. Thoughts?

reddit.com
u/Onphone_irl — 3 days ago

Is blocking/guard working okay in PTC?

it feels like my guard is very ineffective, i’m taking way too much damage despite blocking in the right places. This wasn’t like this on the main branch or the previous update, is it just me?

reddit.com
u/SonicSav — 3 days ago

First time hitting the bag in 3 months. I broke my right hand and now finally testing it with impact!

I’m posting this here because for three months I was still able to VR box which is pretty amazing that I could still work the skill with zero impact.
Another great perk to our game💪

u/CoachDaveOfficial — 4 days ago

Possible calibration bug

Once your wingspan is too high, the advance calibration will just fold your arm even if you do a straight punch,this mess up ylur damage big time because your punch will never be straight when landing

decreasîng your wingspan while calibrating fixe this

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u/Ritstyle — 4 days ago

New update seems to have affected guards

So I faced a guy for the first time since the update and the guard mechanics seem all over the place. The body guard may as well not exist if your tall. This was really frustrating as my much shorter opponent could attack the body with zero consequences. I mean I might as well have not even dropped my elbows. It did nothing. It was never great but it feels really bad now. The other guy was better and wouldve won regardless but that just made it no fun. I also noticed for the last few months clinched have been genuinly awful. I live the game but these 2 features are making multiplayer very difficult to enjoy right now.

reddit.com
u/scarcr0W79 — 3 days ago

How do i beat somebody with a small roomscale boundary

Im a hybrid between outboxer and infighter but i mainly outbox it seems when i fight someone with a small roomscale boundary i cant really do anything especially against shorter guys i usually get cornered and when i brawl they duck down press their head into my belly and use a​ body barrage and for the taller dudes i cant fucking reach their head 😭 and i go for their body with body jabs and i fire 1 2s at their body but i get pressed into the corner and i get my head beat off 😭😭😭​

reddit.com
u/OppositeDecision7593 — 4 days ago

I feel like the value of body shots needs to be adjusted

first off i love this game, I probably have 50 games played

but

Every match goes the same way. I use my normal guard, people realize they can't hit me in the head, then they just start throwing jabs to the body. This is fine and logical, but then 5 jabs to my chest and I'm about to get knocked out. People jab to the body in real boxing, sure, but if you throw 2 jabs to the body in a row, I throw an overhand right that whizzes an inch past your chin and you're like "ok maybe that's not a good idea" and even then they hurt more in this game. In the game I do land the overhand again and again, but it's worth 50% more AT BEST than their body jabs and it's much lower percentile, more physically taxing, and longer recovery.

I've had to start using a philly shell or even just not guard my head at all and use both hands to guard my body when people start doing this because I realized in this boxing game's meta, guarding your head puts you at a disadvantage. I just want my actual guard to be usable in this game even if my opponent isn't agreeing to spar with me

reddit.com
u/averageredditcuck — 4 days ago

PTC Update 1.7.0.877081

PTC Update 1.7.0.877081

Changes

- 10 new rear hook animations added for AI

- AI damage on hard and above slightly reduced (should be less 1 hit ko on outclassed)

- Removed head down detection from clinch blame (ducking down into your opponent still affects blame and penalties)

- Ducking down clinch detection removed from singleplayer (now multiplayer only)

- AI counter punch chance and damage increased

- AI hurt reactions adjusted : AI will back off on receiving high damage up to a certain range, randomised per fight

- AI punch follow through and blending animation improved across all punches

- AI punch targeting improved

- New urgent move forward and back animations added with multiple guard variations (notice the AI step back in range)

- Grey fog when exiting boundary removed in mixed reality (game still loses focus if you leave your meta boundary)

- AI distance control reworked : AI clinching the player should be significantly reduced

- Fixed AI idle animation bug in round break

Known issues

- Glove offset from calibration off, different to live, adjustment coming. You can go to calibration-> glove offset -> reset to default and adjust from there

- Playing ptc forcing you to re-calibrate on live, fix coming

- AI arm getting stuck behind body

- AI dropping hands down in range playing animation not fit for close range

reddit.com
u/Tren_AU — 4 days ago

A word of warning for my fellow vr boxers

Got my Q3 about 14 months ago now primarily as a fitness tool to help me recover from my ligament injury in my back. Well today my headset messed up, was doing my usual and after about 25 mins, the view started to go crazy, my controllers didn't respond and my headset didn't respond to power button press. After a little bit of troubleshooting, I got stuck on the boot loop.

Now onto the purpose of this thread.. after some digging around, I am fairly certain this is due to sweating and it getting into the sensors. There are a fair few people with identical issues which all resulted from playing exercise heavy games. So yeah, if you want to keep your headset working, be careful of the sweat, kicking myself now for not getting the headstrap with an integrated fan.

reddit.com
u/KukiBreeze — 5 days ago

Height and Weight disadvantages (single player)

So I'm 6'4 and a little over 300 pounds, which irl would give me a massive advantages over much lighter and shorter opponents when it comes to reach and punching power

But even though I'm way past heavyweight class, I feel like i'm forced to fight like im a much much lower weight class. It costs a lot more stamina for me to throw out a ton of combos and move around, but my punches don't hit any harder than someone who is 140 pounds, seeing as the game can't actually calculate your mass irl

And on top of that, most fighters I take on in career mode are under six foot, making body shots awkward to land. Instead I just usually play behind my jabs, only going in for an uppercut/hook whenever they choose to pressure me too hard, or when I forced them into a corner. I'm also forced to take full advantage of every inch that I have of play space since I have to back pedal and strafe around my opponent most of the time

I'm only playing on normal for now, since I got the game only a few days ago, and i've only lost one out of ten matches to points. So I know that i'm at least not completely horrible at the game, but I just wanted to know if these disadvantages are valid, or if there are any advantages to being heavier and taller that i'm just not aware of

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u/AmoebaMinute — 4 days ago