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Gameplay AI issues that need to be tuned with video proof

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Old 10-23-2011, 10:06 PM   #33
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Re: Gameplay AI issues that need to be tuned with video proof

NCAA Football 12 Photo

In this photo it proves defensive ends follow a predetermined path to the QB and follow it no matter what. The LOS was the 25 yd line. As you can see this DE CLEARLY made it pass the Right Tackle however the DE don't even attempt to turn in towards the QB until he makes it to the 20 yd line.

That is a full 5 yards passed the LOS before DE's look to turn in towards the QB. This needs to be tuned because it shouldn't be this way. That was nothing in front of him preventing him from turning in sooner.

Sure he still made the sack because the QB just stood there in the same spot for so long without moving. But regardless of that, defensive ends shouldn't be following some imaginary arc on the field when they are pass rushing. They should look to turn in as soon as there is daylight towards the QB.

But for some reason EA has it programmed Defensive ends must go 5 yards up field BEFORE they even look to turn in towards the QB.
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Old 10-24-2011, 03:04 AM   #34
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Re: Gameplay AI issues that need to be tuned with video proof

Quote:
Originally Posted by Gotmadskillzson
EA Sports: NCAA Football 12 Photo


In this photo it proves defensive ends follow a predetermined path to the QB and follow it no matter what. The LOS was the 25 yd line. As you can see this DE CLEARLY made it pass the Right Tackle however the DE don't even attempt to turn in towards the QB until he makes it to the 20 yd line.

That is a full 5 yards passed the LOS before DE's look to turn in towards the QB. This needs to be tuned because it shouldn't be this way. That was nothing in front of him preventing him from turning in sooner.

Sure he still made the sack because the QB just stood there in the same spot for so long without moving. But regardless of that, defensive ends shouldn't be following some imaginary arc on the field when they are pass rushing. They should look to turn in as soon as there is daylight towards the QB.

But for some reason EA has it programmed Defensive ends must go 5 yards up field BEFORE they even look to turn in towards the QB.
Keep those pics and vids coming. I never paid attention to the DE's taking predetermined paths but I will look for it now.
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Old 10-25-2011, 12:45 PM   #35
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Re: Gameplay AI issues that need to be tuned with video proof

Another thing they need to tune is the knockdown to go for the interception ratio. Defensive backs go for the pick way too much, instead of swatting the ball away.

Even with a DB catch rating at 0, he will still go for the pick and he will still CATCH the pass. They should have it if your a DB and your catch rating is below a certain number, you will go for the swat more then the catch.

I noticed this all night long when I edited DBs catch rating to 0. They still did the catch animation all the time and still intercepted the ball at 0 a little bit too much for somebody with a 0 catch rating.
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Old 10-25-2011, 09:15 PM   #36
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Re: Gameplay AI issues that need to be tuned with video proof



Here in Madden 12, here is the same situation that CPU QB in the video in earlier was faced with, a defensive lineman coming free up the middle. However unlike the QB in NCAA 12 where they just stand there when facing pressure up the middle, in Madden 12 you see the QB scrambling to the northeast, NOT in a straight line directly into the defender.

You also see him gradually break towards the sideline when he sees defenders coming towards him. That is how QBs and ball carriers in NCAA 12 suppose to be running too.

I have another video of a CPU punt return from Madden 10 where he catches the ball in the middle of the field but instantly breaks to the sideline towards wide open space. However EA won't allow me to upload highlights from Madden 10 to their servers.
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Old 10-26-2011, 04:19 AM   #37
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Re: Gameplay AI issues that need to be tuned with video proof



Now this right here is something that ALL CPU QBs should do more often on a regular basis. Which is when nobody is open, they should roll out until somebody gets open and throw on the run.

In this coach mode video you will Oregon St freshman QB who is a pocket passer will hold the ball for a while sitting in the pocket, then eventually he will do a side step running roll out all the way to the sideline and fire the ball down the field while running just before he goes out of bounds to his WR.

Now IMO I would want the QB to roll out 4 seconds earlier then what this QB did because he really stood directly in the pocket for a long time before he actually moved.

Also instead of going in a straight line to the side when he is rolling out, I would want the QB to roll out in more of an arc or semi circle away from the pressure.

This is something that should be easily tuned since EA already has the roll out pattern programmed into the game for designed roll out plays. All they would have to do is add it to the QB logic to do the same thing on non designed roll out pass plays when the QB senses pressure.

ALL QBs should do this on a regular basis. With the bonus of scrambling and balanced QBs simply taking off down the field if a WR don't get open.

I seen QBs in Madden 10,11 and 12 do this on a regular basis when they sense pressure. It is about time NCAA tune this into their game.
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Old 10-27-2011, 12:18 AM   #38
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Re: Gameplay AI issues that need to be tuned with video proof


This is how the spin move should be done in NCAA.


This is how fade routes suppose to be run. Everybody listen carefully to what the guy said. As a WR your job is to push the defender away from the sideline while you are running and the DB job is to steer the WR into the sidelines while running. This doesn't happen in NCAA or Madden.
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Old 10-27-2011, 07:33 AM   #39
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Re: Gameplay AI issues that need to be tuned with video proof

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Originally Posted by fistofrage
^^^^Its true, those are good videos. I hate the automatic QB slide in NCAA 2012. Those are good videos of what should be going on. Those colors are alos more rich as opposed to the easter egg water colors of NCAA.
Those moves also worked better last year because the juke move wasn't neutered. Even if the cpu QB and RB knew how to juke in the open field they would still get tackled. Bring back the r-stick juke or at least give the players more momentum so defensive players will slide past you rather than turn on a dime and make a tackle.
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Old 10-27-2011, 02:44 PM   #40
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Re: Gameplay AI issues that need to be tuned with video proof

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Those moves also worked better last year because the juke move wasn't neutered. Even if the cpu QB and RB knew how to juke in the open field they would still get tackled. Bring back the r-stick juke or at least give the players more momentum so defensive players will slide past you rather than turn on a dime and make a tackle.
Yes it is true everything has been neutered this year due to online people complaining stuff was too over powering. Now the animations are cut too short, combine that with the fact the cpu defenders don't ever lose their balance combined with defenders instantly shedding their block as soon as you run past them, you have a huge problem which is NCAA 12.

Juke move pretty much only works well against another human player. Spin move happens too slow and nobody in real life spins that way anyway. Stiff arm is completely weak and comes out way too slow.

Truck stick/highlight stick animation comes out too slow as well. It should be an instant move, not a move you have to start 3 yards away from the defender. I mean honestly what kind of logic is that ? Who have you seen in real life run with their head down 3 yards before they come in contact with a defender they want to truck ?

Lowering the shoulder in real life is an instant move that happens right then and there just like a stiff arm. You lower the boom and keep going. The way they have it in the game is just wrong.

The raising of the knees by holding back on the right stick is totally useless as well. They need to scrap that useless animation and just put back the back juke. Using the raising of the knees just slows you down to a crawl and get you tackled.

Nobody in real life high steps to wait for a block. So I don't know who came up with that logic. And using it to prevent people from tackling you from behind is completely flawed due to the fact it slows you down so much that people will just dive into your back and tackle you.
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