Recommended Videos
Collapse
Fighter AI Realism vs Difficulty
Collapse
X
-
-
Re: Fighter AI Realism vs Difficulty
I’ve brought up Akhmedov a few times - can he be tuned - he only strikes . He’s an extremely high level sambo guy with good wrestling . He’s one of my favorites . Please adjustComment
-
Re: Fighter AI Realism vs Difficulty
please tone down AI crazy Submission. Its impossible to escape on pro, legendary.Comment
-
Re: Fighter AI Realism vs Difficulty
.... :\ Indeed it is. Sadly there are too many urgent problems and I can't fix them all instantly. This is one such issue.
Still very near the top of my todo list, but one that doesn't have as easy a solution. Given the short time frame to make changes, we have to prioritize not just big issues, but ones we can actually fix.
I would prefer to get five things fixed than one, essentially. At this stage, there are enough notable issues that they are worth fixing in this way. Down the road as things stabilize, it might be more worth it to fix one glaring issue than five bad ones.
Edit: This is still going to get fixed, and if we're lucky it will make it in time for the next major patch. Might not happen, however.Comment
-
Re: Fighter AI Realism vs Difficulty
thanks for answer. that's okay. hopefully, it will be fixed asap..... :\ Indeed it is. Sadly there are too many urgent problems and I can't fix them all instantly. This is one such issue.
Still very near the top of my todo list, but one that doesn't have as easy a solution. Given the short time frame to make changes, we have to prioritize not just big issues, but ones we can actually fix.
I would prefer to get five things fixed than one, essentially. At this stage, there are enough notable issues that they are worth fixing in this way. Down the road as things stabilize, it might be more worth it to fix one glaring issue than five bad ones.
Edit: This is still going to get fixed, and if we're lucky it will make it in time for the next major patch. Might not happen, however.Comment
-
Comment
-
Re: Fighter AI Realism vs Difficulty
Short rant: I hope these changes are worth it. The more I've played against these advancing style of AIs (there's A LOT) these past few days the more I've gotten fed up with them. It's a total snore fest having a CPU walk you down like a brick wall. I'm putting the game down and I'll patiently wait for these patches, because playing offline is just completely unfun unless I play against a specific fighter. I'm completely let down by these aggressive AIs and I'll likely end up going to back to UFC 2 if things don't change by the first major patch.Comment
-
Re: Fighter AI Realism vs Difficulty
If you go back to UFC 2 all your gonna see is how much better the AI is in 3, even the bad ones are better than UFC 2 IMO.Short rant: I hope these changes are worth it. The more I've played against these advancing style of AIs (there's A LOT) these past few days the more I've gotten fed up with them. It's a total snore fest having a CPU walk you down like a brick wall. I'm putting the game down and I'll patiently wait for these patches, because playing offline is just completely unfun unless I play against a specific fighter. I'm completely let down by these aggressive AIs and I'll likely end up going to back to UFC 2 if things don't change by the first major patch.
With that said, I completely agree about the aggressive AI types, they really show some of the issues with locomotion in general (in that a fighter with 15pts less footwork can stay glued to you for 15 minutes) aswell as being annoying and lacklustre to play against.
I've actually been doing the same thing as you and avoiding the wrestler and brawler AIs like a plauge because they feel awful.
Personally, the issue isn't there pressure heavy style, Its how it looks, and the way the AI goes about it, there is no range management, its literally get so close that you can't get any closer, and stay there, even if it is to the detriment of the fighter.
Example, I fought Nick Lentz last night (sadly I can't recall who I was, but I had a few inches reach disadvantage, similar stats) and he would just stand at point blank, which meant my punches would get to him quicker due to the frame difference on reach, he wasn't utilising any range, he was just in my face. It feels jarring to see/play when you follow it up with a fight against an AI like Barboza. Who uses range and distance management beautifully.Comment
-
Re: Fighter AI Realism vs Difficulty
That has in fact changed in the next patch. Fighters, even the aggressive ones, won't stay glued to you after getting in close. There are also more viable options to push them away and create space when you want it.If you go back to UFC 2 all your gonna see is how much better the AI is in 3, even the bad ones are better than UFC 2 IMO.
With that said, I completely agree about the aggressive AI types, they really show some of the issues with locomotion in general (in that a fighter with 15pts less footwork can stay glued to you for 15 minutes) aswell as being annoying and lacklustre to play against.
I've actually been doing the same thing as you and avoiding the wrestler and brawler AIs like a plauge because they feel awful.
Personally, the issue isn't there pressure heavy style, Its how it looks, and the way the AI goes about it, there is no range management, its literally get so close that you can't get any closer, and stay there, even if it is to the detriment of the fighter.
Example, I fought Nick Lentz last night (sadly I can't recall who I was, but I had a few inches reach disadvantage, similar stats) and he would just stand at point blank, which meant my punches would get to him quicker due to the frame difference on reach, he wasn't utilising any range, he was just in my face. It feels jarring to see/play when you follow it up with a fight against an AI like Barboza. Who uses range and distance management beautifully.
This is one of those things that looks great on paper and in our heads, and we just don't have enough time to playtest thoroughly enough to see how it truly performs in the wild under scrutiny.
The original design was to have noticeably different locomotion designs for different kinds of fighters. In what time we had to play and test them we could see and feel that they were indeed different. They also seemed quite viable in small doses. Sadly, when played as much as users do, it breaks down. This is why feedback is so important, and why we are continuing to patch the game post-launch.
To be honest, I'm a little sad that the fighters have become slightly more homogeneous again from this change, but ideally I'll have the time to differentiate them again further down the line. For now, this seems like the right move.Comment
-
Re: Fighter AI Realism vs Difficulty
Appreciate the work you're doing, Skynet.
Something I've noticed playing through career mode as a grappler is the AI's tendency to repeatedly attempt the same transition after denial. Sometimes they'll keep trying until their stamina's depleted. Any chance future patches could bring an AI that fights smarter on the ground?Comment
-
Re: Fighter AI Realism vs Difficulty
Just so happens that you're in luck, that exact problem has indeed been fixed. While the AI might try to transition when somewhat low on stamina for other reasons, they won't spam the same one 2-3 times in a row without stopping. There will in the least be a few seconds pause before they try again.Appreciate the work you're doing, Skynet.
Something I've noticed playing through career mode as a grappler is the AI's tendency to repeatedly attempt the same transition after denial. Sometimes they'll keep trying until their stamina's depleted. Any chance future patches could bring an AI that fights smarter on the ground?
Previously (currently?) if you deny the AI fast enough, it still tries to accomplish the goal it had a few seconds ago and jumps right back into the transition. After the patch, denying the AI's transition in that window will make it pick a new goal and plan a way to do it. It's possible that it will pick the same goal as before, but even if it does, there will be a short pause before it begins the action. As stamina goes down, these new opportunities to change goals will increase their chance to simply recover their stamina as well instead of acting.Comment
-
-
Re: Fighter AI Realism vs Difficulty
Just so happens that you're in luck, that exact problem has indeed been fixed. While the AI might try to transition when somewhat low on stamina for other reasons, they won't spam the same one 2-3 times in a row without stopping. There will in the least be a few seconds pause before they try again.
Previously (currently?) if you deny the AI fast enough, it still tries to accomplish the goal it had a few seconds ago and jumps right back into the transition. After the patch, denying the AI's transition in that window will make it pick a new goal and plan a way to do it. It's possible that it will pick the same goal as before, but even if it does, there will be a short pause before it begins the action. As stamina goes down, these new opportunities to change goals will increase their chance to simply recover their stamina as well instead of acting.
You're a gentleman and a scholar Skynet.
Truly epic work, THANK YOU!!!!Comment

?
Comment