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Old 07-07-2010, 09:00 PM   #57
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Re: Ask the devs : AI/Ratings

Quote:
Originally Posted by MrMars
One of my biggest problems with NHL 10 is how the game engine represents an increase in difficulty. Primarily, boosting CPU players individual abilities ie. greater acceleration, greater shot accuracy,faster response tactically (Sticklift, then take off with the puck), etc... Anyway, what makes this even more frustrating is the Human players deteriorating individual skills in relation to increasing the difficulty level.

Quite Frankly, it feels like they superfy the CPU players, while dumbifying the Human players in order to create an artificial competitive environment. Which, by the way, drove me to the point of removing the game from my PS3 and gently placing it back in its case, then placing the case on the floor and stomping on it twice, then placing the game back in the drawer where it is usually kept. No, I don't know whether it is still functional. Anyway, I digress.

The point is this; How do you intend to differentiate the differences in difficulty levels? I for one would rather see more or less basketball IQ related to difficulty. As well as better execution of Picks, passes, plays and maybe slightly - shot percentages. I will be very disappointed if all you do to represent the difference in difficulty is boost cpu individual attributes while taking away from Human player individual attributes.

Bottom Line, the difficulty levels should reflect how well the CPU plays basketball. It should have nothing to do with the individual ratings and/or boosting of the cpu players attributes.


MrMars
That is a great post.. Please Reanimator and Stepsix look into this. I got sick to death of Marvin Williams playing like Jordan and the CPU being able to hit shots that I would not have a chance in hell to make.
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Old 07-07-2010, 09:00 PM   #58
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Re: Ask the devs : AI/Ratings

Quote:
Originally Posted by MrMars
One of my biggest problems with NHL 10 is how the game engine represents an increase in difficulty. Primarily, boosting CPU players individual abilities ie. greater acceleration, greater shot accuracy,faster response tactically (Sticklift, then take off with the puck), etc... Anyway, what makes this even more frustrating is the Human players deteriorating individual skills in relation to increasing the difficulty level.

Quite Frankly, it feels like they superfy the CPU players, while dumbifying the Human players in order to create an artificial competitive environment. Which, by the way, drove me to the point of removing the game from my PS3 and gently placing it back in its case, then placing the case on the floor and stomping on it twice, then placing the game back in the drawer where it is usually kept. No, I don't know whether it is still functional. Anyway, I digress.

The point is this; How do you intend to differentiate the differences in difficulty levels? I for one would rather see more or less basketball IQ related to difficulty. As well as better execution of Picks, passes, plays and maybe slightly - shot percentages. I will be very disappointed if all you do to represent the difference in difficulty is boost cpu individual attributes while taking away from Human player individual attributes.

Bottom Line, the difficulty levels should reflect how well the CPU plays basketball. It should have nothing to do with the individual ratings and/or boosting of the cpu players attributes.


MrMars
In my opinion this is one of Live 10's biggest problems! In a lot of instances the CPU acts as if the defense is not even present. Instead of actually making the CPU smarter, as was claimed last year, the CPU becomes more "super". Since Elite is built on the Live 10 platform I feel there is a good chance it will be the same. I tried on several occasions to ask the devs the same questions you asked but they're never answered. One of the biggest problems IMO is they cut down the margin for error way too far for user defense but don't increase the CPU's IQ realistically.

With the margin of error for what's considered "properly positioned on D" cut way down you see the CPU driving right into the defensive presence. Also they don't make the CPU react to a situation like the user having trouble defending the pick and roll, by the CPU doing more pick-n-rolls, instead the CPU just gains the ability to shoot in your face, or the CPU centers out run user PGs on fast breaks! I really hope they take a serious look at game play, as this is where Live has struggled the most, not controls. Don't get me wrong, I am optimistic about the controls but the bigger problem is gameplay/tendencies, IMO.

I wish Elite would revolutionize gameplay by being the first to not boost the CPU's abilities on more difficult levels but instead increase it's use of fundamentals, increase CPU IQ and have the CPU recognize user tendencies and counter them. That would make the games feel like you're playing against someone (a human) that's actually coaching/playing against you instead of just a set of predefined challenges that if you pass them you win.
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Old 07-07-2010, 09:17 PM   #59
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Re: Ask the devs : AI/Ratings

Do they have the engine/tools to do this though? If so how come it hasnt implemented. I would love to play against a smarter CPU to challenge me on higher difficulties than have them make shots consistently in my face. I once had Gortat hit a game winner on me from 20 feet. If I attempted that there is no way in hell that would be going in.
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Old 07-07-2010, 09:45 PM   #60
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Re: Ask the devs : AI/Ratings

Quote:
Originally Posted by Hulkules
Do they have the engine/tools to do this though? If so how come it hasnt implemented. I would love to play against a smarter CPU to challenge me on higher difficulties than have them make shots consistently in my face. I once had Gortat hit a game winner on me from 20 feet. If I attempted that there is no way in hell that would be going in.
I have no idea if they have the ability to do things like that but I do remember even Tecmo Bowl back in the day recognized the fact that I like to sweep to the outside, LOL! I guess it's wishful thinking on my part but I wish they'd put as much time in these sorts of things as they do the latest and greatest features.

Sorry for the derailment.
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Old 07-07-2010, 10:53 PM   #61
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Re: Ask the devs : AI/Ratings

To the devs can you guys expand on this a little more:

Quote:
Originally Posted by David Littman
I haven't even touched on the new REAL-AI system (originally in NHL and Fight Night), where producers can play the game, and the AI will be able to use the best, most successful moves/shots that we have done right back against us. It is like playing against a human. You will hear and see much more about it over the coming months.
Got it from the Q&A on gamespot don't know if yall can talk about it but it got my attention when I read it a while ago..
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Old 07-07-2010, 11:16 PM   #62
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Re: Ask the devs : AI/Ratings

^^Good job digging that up, I had completely forgot about that quote.

Sounds really intriguing.
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Old 07-09-2010, 12:57 AM   #63
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Its only july (and a damn hot one up here in vancouver) - we can't give away all the goods right away,can we? Stay tuned though, it will definitely be expanded on, and I think you guys will really like this feature
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Old 07-09-2010, 12:51 PM   #64
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Re: Ask the devs : AI/Ratings

Stepsix,

Will the AI teammates be smarter in defending the transition? I hope that's the case in Elite 11 coz in Live 10 the AI teammates are being exploited by the cheesers online. Due to the poor defensive awareness of the AIs in transition plus the high success rate of long pass in Live 10. Im sure that you're aware that the cheesers online in Live 10 always do a fullcourt pass after they inbound the ball for an easy lay up or dunk. Hope you guys can fix this issue in Elite 11.

Last edited by kumamae_33; 07-09-2010 at 12:59 PM.
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