Fighter AI Realism vs Difficulty
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Re: Fighter AI Realism vs Difficulty
Indeed, splitting difficulty for standup and ground is by no means trivial, and splitting the AI type in standup and ground is also not trivial. I wouldn't hold my breath for such changes.
Really, what you're after is just a different template. CAFs have access to the full list of fighter customizations, so you just need to use the one that fits closest to what you're after. Mixing and matching isn't realistically going to happen.
Honestly, it's much more likely that CAFs would just get full customization of their settings than it would be to mix and max different fighter AIs.Comment
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Re: Fighter AI Realism vs Difficulty
Indeed, splitting difficulty for standup and ground is by no means trivial, and splitting the AI type in standup and ground is also not trivial. I wouldn't hold my breath for such changes.
Really, what you're after is just a different template. CAFs have access to the full list of fighter customizations, so you just need to use the one that fits closest to what you're after. Mixing and matching isn't realistically going to happen.
Honestly, it's much more likely that CAFs would just get full customization of their settings than it would be to mix and max different fighter AIs.
Is there any chance we can get that for roster fighters as well?Comment
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Re: Fighter AI Realism vs Difficulty
I would hope they get into the game, but they are not something we can add on a whim. That's really all I can say about it.Comment
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Re: Fighter AI Realism vs Difficulty
Bummer. That's a bit of a shame.
What about output sliders for striking and grappling?
Striking is obviously the one that needs it most but I'd love the option to be able to drop the AI's TD output or increase how often it attempts subs.Comment
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Re: Fighter AI Realism vs Difficulty
Decreasing opponents TD output, YES YES YES! If you play a wrestler, he'll literally shoot 30 times during fights... Even strikes shoot waaaaay too often.Comment
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Re: Fighter AI Realism vs Difficulty
Specifically the fact the AI just follows the same paths to shoot. It doesn't adapt or try anything different.
Skynet has done some good work there already. They shoot far less than they used to and utilise GA much better AND occasionally will mix up entries.
Also on Pro and Legendary they shoot less and feint TDs more in my experience.
But I'd still love the option to tone it back myself. Wrestlers don't feel particularly realistic IMO, they're on of the templates you really have to make house rules for.Comment
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Re: Fighter AI Realism vs Difficulty
Sliders for various AI tendencies are very much possible. Striking is a bit tricky to get right, but I've played around with a few ideas before with decent success.
I imagine more granular AI sliders will come eventually, if only because the bulk of that work lies with myself/gameplay, and doesn't need to draw on other teams who have their own priorities.
The work to add a slider to the menus before a fight isn't nearly as much as a whole screen/interface for editing baked out fighter data.Comment
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Re: Fighter AI Realism vs Difficulty
Sliders for various AI tendencies are very much possible. Striking is a bit tricky to get right, but I've played around with a few ideas before with decent success.
I imagine more granular AI sliders will come eventually, if only because the bulk of that work lies with myself/gameplay, and doesn't need to draw on other teams who have their own priorities.
The work to add a slider to the menus before a fight isn't nearly as much as a whole screen/interface for editing baked out fighter data.Comment
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Re: Fighter AI Realism vs Difficulty
As always I appreciate your work.
Another question; Are 10-8's for dominant grappling a possibility in UFC 4?
I know you said you were going to look into or atleast consider it just after the Beta for 3 so I've always assumed there was an issue that prevented it happening or a time constraint and kinda dropped the subject, but they're definitely something that I believe should be in UFC 4 if possible.Comment
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Re: Fighter AI Realism vs Difficulty
Who has the most aggressive wrestler AI?
I made an Askren caf but gave trouble finding a caf that’ll force the grappling exchanges and focus on control on the groundComment
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Re: Fighter AI Realism vs Difficulty
I have rounds where ALL he will do is driving take-downs to the fence and clinch, it's pretty great.
Sometimes he is pretty kicky though, but when his AI remembers to wrestle it's like the RDA fight.
Though it just occurred to me you can't use DLC fighter templates can you?
From the base game perhaps try.. Khabib or Ray Borg, maybe Cejudo, they all are pretty wrestling dominant. Khabib and Borg will attempt subs though. Cejudo usually doesn't though.
Though they'll all also attempt striking sometimes too.Comment
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Re: Fighter AI Realism vs Difficulty
If Royce has a unique AI his may work too, the only issue with these guys is they kick a lot on the feet which isn't really Askrens jam.Comment
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Re: Fighter AI Realism vs Difficulty
Its Cejudo or Gadelha if its a specific customization or anyone with the GNP generic customizations (Maynard, Bermudez, Aguilar, Miller, Coleman etc.)Comment
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Re: Fighter AI Realism vs Difficulty
I realize these aren't able to be fixed now, but I'll still post incase they apply to UFC 4.
Derrick Lewis' AI shouldn't be a wrestlebox one, he shoots WAAAY too many take-downs in game, I'd recommend a more Brawler type that shoots maybe once or twice.
Jessica Penne still has a pure striker AI too.
Also I never though I'd say this but I think aggressive AI sub-types need to lead more.
Not all. And of the few not many. But there isn't a hyper-aggressive pressure fighter AI and there probably should be one.
Anyone else got AI types they'd like to see added?
I'd love more variations.Last edited by AeroZeppelin27; 03-12-2019, 10:31 PM.Comment
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