Fighter AI Realism vs Difficulty

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  • Trillz
    MVP
    • Apr 2016
    • 1369

    #211
    Re: Fighter AI Realism vs Difficulty

    Originally posted by Skynet
    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.

    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.
    Cant you keep how some fighters will apply pressure and stay in your face?? Certain pressure fighters should still be able to fight like that if you assign it to them.
    Youtube: https://www.youtube.com/user/im2good4u1
    PSN: Headshot_Soldier

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    • mannyonelover
      Pro
      • Apr 2016
      • 645

      #212
      Re: Fighter AI Realism vs Difficulty

      Please ! please !
      Fix the leg kicks and the AI SUBMISSIONS ! dear lord , the game is to freaking chaotic, then as soon as the AI grabs you for a sub it’s over!!![emoji37]


      Sent from my iPhone using Operation Sports

      Comment

      • Falseperception
        Rookie
        • Jan 2018
        • 236

        #213
        Re: Fighter AI Realism vs Difficulty

        Originally posted by mannyonelover
        Please ! please !
        Fix the leg kicks and the AI SUBMISSIONS ! dear lord , the game is to freaking chaotic, then as soon as the AI grabs you for a sub it’s over!!![emoji37]


        Sent from my iPhone using Operation Sports
        Leg kicks and checks are “ broken “ and make this game much less fun to play .

        Comment

        • WatchMeDrive
          Rookie
          • Dec 2017
          • 101

          #214
          Re: Fighter AI Realism vs Difficulty

          Originally posted by Trillz
          Cant you keep how some fighters will apply pressure and stay in your face??
          Hopefully not. The pressure fighters in the game right now don't resemble what goes on in real a fight.

          Comment

          • godway
            Banned
            • Sep 2014
            • 488

            #215
            Re: Fighter AI Realism vs Difficulty

            Are we doing anything about punches thrown/takedowns attempted? In five round fights against grapplers, they're attempting over 40 takedowns a fight.

            Comment

            • WatchMeDrive
              Rookie
              • Dec 2017
              • 101

              #216
              Re: Fighter AI Realism vs Difficulty

              Originally posted by godway
              Are we doing anything about punches thrown/takedowns attempted? In five round fights against grapplers, they're attempting over 40 takedowns a fight.
              That's due to the AI aggression which is being worked on for the first major patch.

              Comment

              • Falseperception
                Rookie
                • Jan 2018
                • 236

                #217
                Re: Fighter AI Realism vs Difficulty

                Playing against rampage - he just threw three head kicks in a row against me . Aswell as rocking me early in the round with a head kick - please fix
                Last edited by Falseperception; 02-20-2018, 02:31 PM.

                Comment

                • aholbert32
                  (aka Alberto)
                  • Jul 2002
                  • 33106

                  #218
                  Re: Fighter AI Realism vs Difficulty

                  Originally posted by Falseperception
                  Playing against rampage - he just thee three head kicks in a row against me . Aswell as rocking me early in the round with a head kick - please fix
                  Need more info please. What level are you playing at? Did he land any of the head kicks?

                  Comment

                  • Falseperception
                    Rookie
                    • Jan 2018
                    • 236

                    #219
                    Re: Fighter AI Realism vs Difficulty

                    Originally posted by aholbert32
                    Need more info please. What level are you playing at? Did he land any of the head kicks?
                    Playing on pro - he rocked me with one of the head kicks the first time i played him - in the fight he threw 8 total headkicks . - just decided to try playing against him a second time to see if it was a fluke - first round threw 5 headkicks , 2 landed 3 we’re blocked - he dropped me with one and rocked me with one . Second round he threw two headkicks both missed and i finished him - so in under 2 rounds 7 headkicks - aswell as throwing a bunch of low kicks , which is less of an issue (I’ve def seen rampage throw low kicks in some fights) but still way too many kicks and too much power in them . As in both fights he landed a total of 4 headkicks and 3 of them either dropped me or rocked me- I’d suggest playing against him on pro and I’m sure you’ll see the same . Not even sure if I’ve ever seen rampage throw a head kick in a fight , especially recently
                    Last edited by Falseperception; 02-20-2018, 02:50 PM.

                    Comment

                    • WatchMeDrive
                      Rookie
                      • Dec 2017
                      • 101

                      #220
                      Re: Fighter AI Realism vs Difficulty

                      Seems like a lot of fighters throw too many kicks. Pure boxers like Lawler and Manuwa will throw body kicks; I guess that's an overarching issue among all fighters currently. That is, if they land even one kick, they'll keep going back to it over and over, even after you start countering them, lol.

                      On another note,

                      Skynet, I know you said you readjusted the AI denials for takedowns but is there any chance you could readjust them again? Currently when I attempt a takedown near the cage 1 of 2 things always seem to happen: either the AI denies immediately or the AI doesn't deny at all and I get the takedown on the open mat. Since the full release I think I've gotten 1 successful takedown animation against the cage. It's a beautiful animation and I'd love to see it a lot more against the AI, if possible.

                      Comment

                      • aholbert32
                        (aka Alberto)
                        • Jul 2002
                        • 33106

                        #221
                        Re: Fighter AI Realism vs Difficulty

                        Thanks for the info folks. Rampage doesnt have a custom AI and the AI that he has is a little kick heavy than maybe it should be.

                        But there is a bigger problem and its something I've talked to Skynet about in the past.

                        Lets take Rampage.

                        Rampage is a head hunter in real life. All jabs, straights, uppercuts and hooks to the head. He doesnt throw a ton of kicks ever. Not leg kicks. Not head kicks.

                        So if Skynet was to create a customization that was true to Rampage, he would be very one dimensional. The problem is one dimensional is kind of easy to defeat. Facing Rampage, you would know he isnt going to throw head kicks and you could rely on distance and blocking because you know he's has no long distance threats.

                        So what matters more? Difficulty or 100% accuracy. Skynet would know better than me but I'm sure that there are tools that could accurately reduce the amount of kicks that Rampage (and others of his type through) but it does reduce the amount of variety the AI will throw with those fighters and likely makes it much less difficult for you to beat.

                        Comment

                        • Falseperception
                          Rookie
                          • Jan 2018
                          • 236

                          #222
                          Re: Fighter AI Realism vs Difficulty

                          Originally posted by aholbert32
                          Thanks for the info folks. Rampage doesnt have a custom AI and the AI that he has is a little kick heavy than maybe it should be.

                          But there is a bigger problem and its something I've talked to Skynet about in the past.

                          Lets take Rampage.

                          Rampage is a head hunter in real life. All jabs, straights, uppercuts and hooks to the head. He doesnt throw a ton of kicks ever. Not leg kicks. Not head kicks.

                          So if Skynet was to create a customization that was true to Rampage, he would be very one dimensional. The problem is one dimensional is kind of easy to defeat. Facing Rampage, you would know he isnt going to throw head kicks and you could rely on distance and blocking because you know he's has no long distance threats.

                          So what matters more? Difficulty or 100% accuracy. Skynet would know better than me but I'm sure that there are tools that could accurately reduce the amount of kicks that Rampage (and others of his type through) but it does reduce the amount of variety the AI will throw with those fighters and likely makes it much less difficult for you to beat.
                          I’d say having rampage throw low kicks - body knees to have some variety is fine - as he has thrown low kicks and actually has decent leg kicks when he does use them - but seeing rampage throw 7 headkicks just kills the realism of playing against him and fully makes him feel like a skin rather than like you’re playing against rampage .. i have no desire to play against a rampage who throws head kicks , If id like to play a fighter who throws head kicks I’ll pick to play against one who does in real life .. i understand what you are saying but at the same time , the answer is no rampage Jackson should not be throwing 7 head kicks in a fight . And headkicks that are dropping or rocking you each time they land ...

                          Comment

                          • aholbert32
                            (aka Alberto)
                            • Jul 2002
                            • 33106

                            #223
                            Re: Fighter AI Realism vs Difficulty

                            Originally posted by Falseperception
                            I’d say having rampage throw low kicks - body knees to have some variety is fine - as he has thrown low kicks and actually has decent leg kicks when he does use them - but seeing rampage throw 7 headkicks just kills the realism of playing against him and fully makes him feel like a skin rather than like you’re playing against rampage .. i have no desire to play against a rampage who throws head kicks , I’d id like to play a fighter who throws head kicks I’ll pick to olay against one who does in real life .. i understand what you are saying but at the same time , the answer is no rampage Jackson should not be throwing 7 head kicks in a fight . And headkicks that are dropping or rocking you each time they land ...
                            Lets say Skynet cant control the type of kicks (I dont know if he can or he cant)unless you remove the roundhouse kick from his moveset. The only control is how many kicks he will throw.

                            I'm not saying that Rampage should be throwing 7 head kicks a fight. I actually believe it should be the opposite. My question is if you eliminate that Rampage and other fighters of his type will likely be easier to beat. So what do you want? An easy more realistic Rampage or a harder less realistic Rampage?

                            Comment

                            • Falseperception
                              Rookie
                              • Jan 2018
                              • 236

                              #224
                              Re: Fighter AI Realism vs Difficulty

                              Originally posted by aholbert32
                              Lets say Skynet cant control the type of kicks (I dont know if he can or he cant)unless you remove the roundhouse kick from his moveset. The only control is how many kicks he will throw.

                              I'm not saying that Rampage should be throwing 7 head kicks a fight. I actually believe it should be the opposite. My question is if you eliminate that Rampage and other fighters of his type will likely be easier to beat. So what do you want? An easy more realistic Rampage or a harder less realistic Rampage?
                              I mean I’d guess i prefer the round house being removed over him throwing a ton in a fight , if those are the two options - if personally rather have a more realistic rampage that’s easier over a rampage throwing 7 headkicks . The fighters should feel different , hence giving us a reason to play against them . If they all feel the same and not authentic , what’s the point of having different fighters .. If i want to play against an ai who is harder and throws head kicks and strikes i can play against someone like Alexander Gus. With that said Hopefully rampage will be changed

                              Comment

                              • WatchMeDrive
                                Rookie
                                • Dec 2017
                                • 101

                                #225
                                Re: Fighter AI Realism vs Difficulty

                                Is it just me or has the AI blocking tendencies been lowered on Pro/Legendary? Possibly in the last live tuner? Before the AI was really good at blocking nearly everything. Now it seems it lets a lot more strikes through their guard; it's also a bit easier to feint and throw a differing strike.
                                Last edited by WatchMeDrive; 02-21-2018, 01:16 AM.

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