
r/ThrillOfTheFight

I’d like to hear everyone’s thoughts—including the coaches and the development team.
It’s been a month since I started using this community, and there’s something that’s been on my mind.
It relates to a post from someone else that was getting a lot of attention yesterday.
I wanted to discuss it further there, but it seems to have been deleted, so I’m bringing it up here instead.
Since it’s a long topic, I’ll post the details separately.
To put it briefly, I want to know where the line is drawn regarding: ① public shaming, ② smurfing, and ③ video posting in general.
Steam Frame Mixed Reality TOTF 1
I am planning on getting a steam frame and I heard that TOTF 2 has Mixed Reality so I was wondering if there are any plans on adding MR to the first game? I really enjoy the first game but my playspace isn't very big atm so I need mixed reality in order to play without punching a wall, I would really appreciate it if it could get added as I literally can't play without it.
Also has anyone tried the mixed reality on TOTF 2 with the steam frame?
Defense Training needs work
Bit of a gripe + feedback but the defensive training is extremely shallow. You're immediately put into critical state and a single punch lays out out. If you're in a small playing space it's nearly impossible to make 30 seconds on hard+ where even a fast jab from the opponent can drop you. If you're in a big space, you're not defending at all - you're dancing around the ring keeping distance instead of actually trying anything defensive if you want to actually get the full benefit of the training.
I dunno what sort of impact the stat numbers have on career gameplay, but it seems like there little reason outside of trying to keep your chin strong to even do the defense training...offensive at least has you trying different (sometimes questionable) combos, and Sparring gives you benefits on both sides. Would be great to see Defensive training improved so it's at least fun to do without tanking your stat progression due to a very flimsy OHKO mechanic.
struggling to land hooks on A.I.
This has always been an issue for me throughout the entirety of the game’s lifespan so far except in the older versions of A.I. I was able to land my lead hand right hook (I am southpaw) pretty consistently. I have never been able to land my back hand left hook or even overhand hooks.
This has led me to completely rely on using footwork to get the A.I. to walk into vertical traps, I have gotten very good at landing jabs and straights and level changing however, in the current version of the A.I. I can’t even land my right hook.
I have tried throwing in different variations of speed, angles, half uppercut/half hook, gazelle punches, literally everything. but I just cannot get my hook to land. It always grazes the side of the head and does no damage. once in a blue moon the A.I. will circle into my hook and it will land full power, but its just not consistent enough. I have an extremely short reach so I don’t know if that has anything to do with it.
Any advice? is anyone else struggling?
Meta Store ratings and the multiplayer problem
This game has improved enormously and is now excellent in the single-player mode—much better than TOTF1, in my opinion. I am a demanding player who once gave this game a 1-star rating, and I eventually changed it to 5 stars.
It is also possible to have very good two-player training sessions with a friend who has common sense and knows how to box reasonably well, using direct fights through the code.
However, there is a major problem.
On the Meta Store, many of the positive reviews—and probably the majority of them—are about the single-player experience. At the same time, there are still a large number of furious posts from players complaining about children who abuse hook spam, one-punch knockouts, and other exploits in ranked multiplayer. This is still happening on a large scale.
The game will never improve its overall rating, which in my opinion should be at least around 4.3, as long as players who only play multiplayer continue to trash the game and describe it as the worst boxing game of all time.
Something needs to be done about this. One possible solution would be to significantly reduce the ability to abuse hook spam and other exploits, while making multiplayer more focused on mid- to long-range boxing, as it was in V3. That would favor a style based more on jabs, distance control, and straight punches.
This is by far the style that works best in VR boxing because it emphasizes reflexes, distance control, speed, and feints.
A huge part of the frustration people have with this game is related to close-range fighting and poor punch tracking.
Some people are passionate about mexican-style boxing, fighting at close range, but not everything can be properly simulated in VR yet. We simply cannot simulate things like pushing with the shoulder and chest, or head pushes like Golovkin used to do, with only a head sensor and hand tracking.
Close-range fighting between two players is extremely difficult to simulate properly in VR because there are no real physical collisions between the players' bodies. One player's body can pass through the other, and new exploits can constantly be created by taking advantage of these gaps in the simulation.
I think the multiplayer needs to be designed around what VR can simulate well, rather than constantly trying to reproduce close-range boxing situations that the technology still struggles to handle.
The single-player game has reached a very high level. It would be a shame if the multiplayer problems continued to damage the game's reputation and its overall rating on the Meta Store.