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Realistically, how hard would it be to copy & paste the gamplay code AI from 2004?

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Old 07-24-2008, 12:36 PM   #1
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Realistically, how hard would it be to copy & paste the gamplay code AI from 2004?

Well not necessarily just copy & paste, but can't we at least program the game to that type of logic at least? That game may have had a few flaws in the AI, but nowhere near the amount this one has, and the engine was probably the best at what it did gameplay wise.

That game was a universal smash amongst the hardcore players and the casual fan as well.

I'm just sayin...
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Old 07-24-2008, 12:43 PM   #2
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Re: Realistically, how hard would it be to copy & paste the gamplay code AI from 2004

Quote:
Originally Posted by stoncold32
Well not necessarily just copy & paste, but can't we at least program the game to that type of logic at least? That game may have had a few flaws in the AI, but nowhere near the amount this one has, and the engine was probably the best at what it did gameplay wise.

That game was a universal smash amongst the hardcore players and the casual fan as well.

I'm just sayin...
Step 1: CTRL+A
Step 2: CTRL+C
Step 3: CTRL+V

Done
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Old 07-24-2008, 12:46 PM   #3
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Re: Realistically, how hard would it be to copy & paste the gamplay code AI from 2004

Quote:
Originally Posted by callmetaternuts
Step 1: CTRL+A
Step 2: CTRL+C
Step 3: CTRL+V

Done
lol....well I appreciate your response but you know what I mean.


Just a though, I swear I read somewhere that a team other than Tiburon worked on NCAA 2004 that year. Anybody remember any reading that? Maybe they need to go back and hire whoever developed that game.....
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Old 07-24-2008, 12:46 PM   #4
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Re: Realistically, how hard would it be to copy & paste the gamplay code AI from 2004

It would really depend on the talent of their engineers.

Something isn't right this year. Either:

1) The engineers did not know how to code the players to do what would reflect a realistic representation of certain areas of the sport.
2) The producer could not get the engineer to output exactly what he wanted.
3) The producer thought this was actually acceptable.
4) The game had limitations put in on purpose to promote wide-open gameplay.

I honestly don't know what it could be. As far as the kickoff coverage being broken... it wasn't broken in the demo... yet, in the final build, it is.

It would be nice to have the AI, pursuit angles, etc. from an older copy of NCAA (never thought I'd say that) but it would require time to break down the code, analyze it and most likely re-implement it into the current system. Especially if they aren't the same ones who implemented the old code. This would of course lessen the time available for any possible improvements we could get from direct coding.

It's a very difficult situation to be in, right now. I just hope they can come up with a solution. Personally, I don't think a majority of the AI changes can be implemented via a small patch that will drastically alter the way the game feels. This would lend reason as to why there are major inquiries as to whether or not working sliders would be an adequate "fix" for this year to please us.
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Old 07-24-2008, 12:48 PM   #5
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Re: Realistically, how hard would it be to copy & paste the gamplay code AI from 2004

Quote:
Originally Posted by callmetaternuts
Step 1: CTRL+A
Step 2: CTRL+C
Step 3: CTRL+V

Done
Step 4: fix the million of bugs that would cause

its not that easy to code.
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Old 07-24-2008, 12:51 PM   #6
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Re: Realistically, how hard would it be to copy & paste the gamplay code AI from 2004

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Originally Posted by Pared
It would really depend on the talent of their engineers.

Something isn't right this year. Either:

1) The engineers did not know how to code the players to do what would reflect a realistic representation of certain areas of the sport.
2) The producer could not get the engineer to output exactly what he wanted.
3) The producer thought this was actually acceptable.
4) The game had limitations put in on purpose to promote wide-open gameplay.

I honestly don't know what it could be. As far as the kickoff coverage being broken... it wasn't broken in the demo... yet, in the final build, it is.

It would be nice to have the AI, pursuit angles, etc. from an older copy of NCAA (never thought I'd say that) but it would require time to break down the code, analyze it and most likely re-implement it into the current system. Especially if they aren't the same ones who implemented the old code. This would of course lessen the time available for any possible improvements we could get from direct coding.

It's a very difficult situation to be in, right now. I just hope they can come up with a solution. Personally, I don't think a majority of the AI changes can be implemented via a small patch that will drastically alter the way the game feels. This would lend reason as to why there are major inquiries as to whether or not working sliders would be an adequate "fix" for this year to please us.
Its #3 or 4 imo. They wanted this, they just didnt realize how big of a deal it was/is. We all want the chance for long runs and passes, but we want them bc we make the right read, not because we have 15 minutes in the pocket

Quote:
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Step 4: fix the million of bugs that would cause

its not that easy to code.
I know that, but it had to be said. If only it were that easy........
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