The Dynamic Difficulty Discussion Thread

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Brian SCEA
    Senior AI Programmer - MLB: The Show
    • Mar 2008
    • 293

    #61
    Re: The Dynamic Difficulty Discussion Thread

    Originally posted by Mabster
    Where'd you come up with that? As stated in the guide and posted by Brian a few back, OPS is the main thing that influences change.
    OPS is essentially the only criteria for promotion/demotion. Rules relating to runs simply ensure that we don't spoil a close game by promoting/demoting you in the middle of a tied game etc.., but runs have zero influence otherwise. When you get promoted/demoted, we take a break from evaluation until the next game because blowouts are normal and it's more interested in how you're doing overall.

    The Strategy guide has very limited space, and hence its wording. Formula-wise, OPS is the only thing that matters. But saying it without context would require at least two asterisks.

    Ironically, in order for features like Dynamic Difficulty and Quick Counts to get improved they have to be popular enough to justify more time spent. The only way we can know that is to release it, find out if people like it, and then decide if we're ever going to spend another day adding new things to it.

    Why not just assume they'll be popular and add a lot of extra features into them to begin with? Well in fact, a huge feature that took ten times as much time as DD and QC combined was cancelled because of this very type of over-thinking. If only we had not assumed what would be popular, DD and QC would have gotten a lot more time to begin with. This irony is underscored by the fact that I could not get a single person excited about DD, and honestly it seemed like we were going to cancel it because of the "other" feature.

    Back to the Strategy Guide, I guess I could have spent more time clarifying DD without adding more paragraphs, but that would have been just one more thing taking time away from QC and DD!

    The best way to enjoy the game industry is to have a good sense of humor about these things.
    Last edited by Brian SCEA; 04-03-2014, 09:28 PM.

    Comment

    • Mabster
      Crunchy
      • Mar 2009
      • 7659

      #62
      Re: The Dynamic Difficulty Discussion Thread

      Thanks for that little inside view of the process Brian. Initially it's looking like a lot of are enjoying and getting use out of DD. Go back and tell somebody "I told ya so!"
      Oakland Athletics San Jose Sharks

      Comment

      • jct32
        MVP
        • Jan 2006
        • 3437

        #63
        Re: The Dynamic Difficulty Discussion Thread

        Originally posted by Brian SCEA
        OPS is essentially the only criteria for promotion/demotion. Rules relating to runs simply ensure that we don't spoil a close game by promoting/demoting you in the middle of a tied game etc.., but runs have zero influence otherwise. When you get promoted/demoted, we take a break from evaluation until the next game because blowouts are normal and it's more interested in how you're doing overall.

        The Strategy guide has very limited space, and hence its wording. Formula-wise, OPS is the only thing that matters. But saying it without context would require at least two asterisks.

        Ironically, in order for features like Dynamic Difficulty and Quick Counts to get improved they have to be popular enough to justify more time spent. The only way we can know that is to release it, find out if people like it, and then decide if we're ever going to spend another day adding new things to it.

        Why not just assume they'll be popular and add a lot of extra features into them to begin with? Well in fact, a huge feature that took ten times as much time as DD and QC combined was cancelled because of this very type of over-thinking. If only we had not assumed what would be popular, DD and QC would have gotten a lot more time to begin with. This irony is underscored by the fact that I could not get a single person excited about DD, and honestly it seemed like we were going to cancel it because of the "other" feature.

        Back to the Strategy Guide, I guess I could have spent more time clarifying DD without adding more paragraphs, but that would have been just one more thing taking time away from QC and DD!

        The best way to enjoy the game industry is to have a good sense of humor about these things.
        DD and QC are selling points for me on this game. It makes it incredibly fun and warranted a purchase for my vita instead of sticking with 13.

        No way we can get a hint on the "other feature"?
        To Dare Is To Do - Tottenham Hotspur

        Comment

        • RogueHominid
          Hall Of Fame
          • Aug 2006
          • 10900

          #64
          Re: The Dynamic Difficulty Discussion Thread

          Originally posted by Brian SCEA
          OPS is essentially the only criteria for promotion/demotion. Rules relating to runs simply ensure that we don't spoil a close game by promoting/demoting you in the middle of a tied game etc.., but runs have zero influence otherwise. When you get promoted/demoted, we take a break from evaluation until the next game because blowouts are normal and it's more interested in how you're doing overall.

          The Strategy guide has very limited space, and hence its wording. Formula-wise, OPS is the only thing that matters. But saying it without context would require at least two asterisks.

          Ironically, in order for features like Dynamic Difficulty and Quick Counts to get improved they have to be popular enough to justify more time spent. The only way we can know that is to release it, find out if people like it, and then decide if we're ever going to spend another day adding new things to it.

          Why not just assume they'll be popular and add a lot of extra features into them to begin with? Well in fact, a huge feature that took ten times as much time as DD and QC combined was cancelled because of this very type of over-thinking. If only we had not assumed what would be popular, DD and QC would have gotten a lot more time to begin with. This irony is underscored by the fact that I could not get a single person excited about DD, and honestly it seemed like we were going to cancel it because of the "other" feature.

          Back to the Strategy Guide, I guess I could have spent more time clarifying DD without adding more paragraphs, but that would have been just one more thing taking time away from QC and DD!

          The best way to enjoy the game industry is to have a good sense of humor about these things.
          From my perspective, as an open-minded, long-time Show player, DD and QC are AMAZING and together make this a game I'll play even more than I already played The Show, which was mostly all the time .

          In my very next game, I watched something via QC I'd not seen yet: Ryu had the wheels completely fall off and waled 4 guys in a single inning!

          Comment

          • Brian SCEA
            Senior AI Programmer - MLB: The Show
            • Mar 2008
            • 293

            #65
            Re: The Dynamic Difficulty Discussion Thread

            Originally posted by jct32
            No way we can get a hint on the "other feature"?
            No, but if only someone twice as fast and smart worked on it, we would have figured out to cancel it in only half the time.

            By the way, if there were a top 10 list of most wanted features, there would be at least 50 things on that list. Hindsight of course changes that. Which is why on my wall is this quote:
            "If I had asked my customers what they wanted, they would have said 'faster horses'" - Henry Ford
            Last edited by Brian SCEA; 04-03-2014, 09:53 PM.

            Comment

            • pirates1fan
              Rookie
              • Dec 2012
              • 185

              #66
              Re: The Dynamic Difficulty Discussion Thread

              Hey, just a question for anyone who might be willing to answer... Is there like a graduation for Dynamic Difficulty? In other words, do you just always keep DD on whenever you play, or once you figure out where you are consistently do you change it to that difficulty?

              I am personally waiting for the PS4 version, seeing that I sold my PS3, and this idea really intrigues me. Thanks for anyone who can and does answer!

              Comment

              • nemesis04
                RIP Ty My Buddy
                • Feb 2004
                • 13530

                #67
                Re: The Dynamic Difficulty Discussion Thread

                Originally posted by pirates1fan
                Hey, just a question for anyone who might be willing to answer... Is there like a graduation for Dynamic Difficulty? In other words, do you just always keep DD on whenever you play, or once you figure out where you are consistently do you change it to that difficulty?

                I am personally waiting for the PS4 version, seeing that I sold my PS3, and this idea really intrigues me. Thanks for anyone who can and does answer!
                You would have to stay with DD especially if your skill falls into one of the + difficulties. You can't manually choose them.
                “The saddest part of life is when someone who gave you your best memories becomes a memory”

                Comment

                • RogueHominid
                  Hall Of Fame
                  • Aug 2006
                  • 10900

                  #68
                  Re: The Dynamic Difficulty Discussion Thread

                  Originally posted by nemesis04
                  You would have to stay with DD especially if your skill falls into one of the + difficulties. You can't manually choose them.
                  It might be worth asking/knowing how exactly the + and - system works behind the scenes. If I'm pitching at Veteran ++, which "sliders" are modified by the ++ within the DD system? Does the + focus on making accuracy tougher? Consistency? Both? And for hitting?

                  If we can get the answers to those questions, we will have a better idea of how to lock in a difficulty level after experimenting with DD and lock in whatever small slider adjustments we want.

                  I say that because I imagine some may want to use DD diagnostically, to know if they're a Veteran or an All Star pitcher, so they can then set the difficulty to Veteran or All Star permanently and make slider adjustments from there as needed. Knowing which sliders will capture the + of Veteran + will be crucial to that process.

                  Comment

                  • nemesis04
                    RIP Ty My Buddy
                    • Feb 2004
                    • 13530

                    #69
                    Re: The Dynamic Difficulty Discussion Thread

                    Originally posted by Trojan Man
                    It might be worth asking/knowing how exactly the + and - system works behind the scenes. If I'm pitching at Veteran ++, which "sliders" are modified by the ++ within the DD system? Does the + focus on making accuracy tougher? Consistency? Both? And for hitting?

                    If we can get the answers to those questions, we will have a better idea of how to lock in a difficulty level after experimenting with DD and lock in whatever small slider adjustments we want.

                    I say that because I imagine some may want to use DD diagnostically, to know if they're a Veteran or an All Star pitcher, so they can then set the difficulty to Veteran or All Star permanently and make slider adjustments from there as needed. Knowing which sliders will capture the + of Veteran + will be crucial to that process.
                    I have a feeling we will not be able to reach the + difficulties by slider adjustments alone. If that was the case people would have never been caught in between levels to begin with. To me it seems like DD is a whole game package and the sliders only offer some of the pieces. I get what you are saying though.
                    Last edited by nemesis04; 04-04-2014, 08:15 AM.
                    “The saddest part of life is when someone who gave you your best memories becomes a memory”

                    Comment

                    • RogueHominid
                      Hall Of Fame
                      • Aug 2006
                      • 10900

                      #70
                      Re: The Dynamic Difficulty Discussion Thread

                      Originally posted by nemesis04
                      I have a feeling we will not be able to reach the + difficulties by slider adjustments alone. If that was the case people would have never been caught in between levels to begin with. To me it seems like DD is a whole game package and the sliders only offer some of the pieces. I get what you are saying though.
                      Yes, that makes total sense. Good point!

                      Comment

                      • fearwhatnow
                        MVP
                        • Aug 2006
                        • 1474

                        #71
                        Re: The Dynamic Difficulty Discussion Thread

                        Originally posted by jct32
                        DD and QC are selling points for me on this game. It makes it incredibly fun and warranted a purchase for my vita instead of sticking with 13.

                        No way we can get a hint on the "other feature"?
                        Custom situational scenarios maybe with full editing workshop?

                        Comment

                        • bizarro
                          Rookie
                          • Aug 2003
                          • 314

                          #72
                          Re: The Dynamic Difficulty Discussion Thread

                          Dynamic Difficulty is sort of a godsend. Really enjoying it (along with Quick Counts).

                          Comment

                          • dmankey1
                            Rookie
                            • Oct 2013
                            • 384

                            #73
                            Re: The Dynamic Difficulty Discussion Thread

                            Originally posted by XxJustAguessxX
                            Go zone hitting, timing is damn near impossible. Getting way better results with zone hitting.
                            Thanks for the input on this. I went with zone last night and it helped a lot. Does anyone know how much timing plays a role when using zone?

                            Comment

                            • ckarlic
                              So Real!!
                              • May 2003
                              • 4999

                              #74
                              Re: The Dynamic Difficulty Discussion Thread

                              Originally posted by dmankey1
                              Thanks for the input on this. I went with zone last night and it helped a lot. Does anyone know how much timing plays a role when using zone?
                              I think it all depends on difficulty setting. If you are on Rookie, the timing window is larger. It gets smaller the higher difficulty setting you go to I believe.
                              PSN: ckarlic
                              Xbox Live: dab1gg00ch
                              Twitch Channel (Main Gaming Page)
                              New Youtube Gaming Channel -- SpicyChicharron
                              Follow me on Twitter

                              Comment

                              • cch99
                                MVP
                                • May 2003
                                • 1537

                                #75
                                Re: The Dynamic Difficulty Discussion Thread

                                I have a question regarding what DD does to making the teams feel different at all. Does it take into account the team you are using.

                                So if I am doing a franchise with the Marlins and am close to there true-to-life numbers will my difficulty adjust down in which case i will start hitting/pitching better than the team would in real life.

                                In a sense this would make every team basically the same. So what is the baseline I guess is my question ?

                                Comment

                                Working...