Fighter AI Realism vs Difficulty

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  • FadeawayJay
    Rookie
    • Jun 2017
    • 138

    #886
    Re: Fighter AI Realism vs Difficulty

    Originally posted by Phillyboi207
    I hope it could be changed. Also the sliders being switched to Red vs Blue corner. That way we can use them for cpu vs cpu matches.

    Add in online sliders (for quick match invites) and I dont think I could ask for much else.

    Ability to edit the roster an save/share/ use online would be incredible but I wont get my hopes up on that.
    Being able to efit rosters, sharing rosters/CAFs and use them in career or a franchise mode is pretty much a must for me in the next installment. Won't borger buti g it if the offline isn't really playsble consistently.

    Comment

    • Skynet
      EA Sports UFC Developer
      • Mar 2015
      • 703

      #887
      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

      • Phillyboi207
        Banned
        • Apr 2012
        • 3159

        #888
        Re: Fighter AI Realism vs Difficulty

        Originally posted by Skynet
        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.
        Full customization would be perfect

        Is there any chance we can get that for roster fighters as well?

        Comment

        • Skynet
          EA Sports UFC Developer
          • Mar 2015
          • 703

          #889
          Re: Fighter AI Realism vs Difficulty

          Originally posted by Phillyboi207
          Full customization would be perfect

          Is there any chance we can get that for roster fighters as well?
          There's always a chance, but this is something I've been shut down on before. I know other sports games have done it, and I know people want it. UFC doesn't have the resources and long-term history that other titles do, and this is actually a very expensive feature to build.

          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

          • AeroZeppelin27
            MVP
            • Nov 2017
            • 2287

            #890
            Re: Fighter AI Realism vs Difficulty

            Originally posted by Skynet
            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.

            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

            • FadeawayJay
              Rookie
              • Jun 2017
              • 138

              #891
              Re: Fighter AI Realism vs Difficulty

              Originally posted by AeroZeppelin27
              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.
              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

              • AeroZeppelin27
                MVP
                • Nov 2017
                • 2287

                #892
                Re: Fighter AI Realism vs Difficulty

                Originally posted by FadeawayJay
                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.
                I agree. I've complained about that since launch.
                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

                • Skynet
                  EA Sports UFC Developer
                  • Mar 2015
                  • 703

                  #893
                  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

                  • OneDrop
                    Pro
                    • Jan 2013
                    • 688

                    #894
                    Re: Fighter AI Realism vs Difficulty

                    Originally posted by Skynet
                    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.
                    That would be amazing man. The more everyone can tune the AI to their liking the better.

                    Comment

                    • AeroZeppelin27
                      MVP
                      • Nov 2017
                      • 2287

                      #895
                      Re: Fighter AI Realism vs Difficulty

                      Originally posted by Skynet
                      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 just got weak in the knees. That's awesome.
                      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

                      • Phillyboi207
                        Banned
                        • Apr 2012
                        • 3159

                        #896
                        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 ground

                        Comment

                        • AeroZeppelin27
                          MVP
                          • Nov 2017
                          • 2287

                          #897
                          Re: Fighter AI Realism vs Difficulty

                          Originally posted by Phillyboi207
                          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 ground
                          Probably Colby.
                          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

                          • AeroZeppelin27
                            MVP
                            • Nov 2017
                            • 2287

                            #898
                            Re: Fighter AI Realism vs Difficulty

                            Originally posted by Phillyboi207
                            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 ground
                            Actually it just occurred to me you could also strip his CAF of submissions (except say one or two) and give him Demian Maia's AI, that's definitely one of the best grappler AIs.

                            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

                            • aholbert32
                              (aka Alberto)
                              • Jul 2002
                              • 33106

                              #899
                              Re: Fighter AI Realism vs Difficulty

                              Originally posted by Phillyboi207
                              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 ground
                              Its Cejudo or Gadelha if its a specific customization or anyone with the GNP generic customizations (Maynard, Bermudez, Aguilar, Miller, Coleman etc.)

                              Comment

                              • AeroZeppelin27
                                MVP
                                • Nov 2017
                                • 2287

                                #900
                                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.

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