AI Beta Feedback

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • The_Waterboy92
    Pro
    • Mar 2016
    • 528

    #1

    AI Beta Feedback

    I wanted to create a thread for constructive feedback on how the AI plays out in the beta. Let us try to keep it constructive and discuss both the things that we feel should be worked on as well as the things that we like (tendencies, difficulty, realistic combos and play). I plan to test all the difficulties and then post some of my opinions on the matter but figured a separate forum would be a good place for us single player/ Universe mode players to post our feedback.
  • Chernobyl426
    Rookie
    • Mar 2012
    • 90

    #2
    Re: AI Beta Feedback

    One major concern I have after watching AI v AI on the highest difficulty is the pacing of striking. It seems like AI have the same overly aggressive tendencies as UFC 2. AI shouldn't need to rely on blitzing combinations and overwhelming your defense to be effective. Timing and effective counters should be very important for AI success rather than going into all out assault.

    Comment

    • aholbert32
      (aka Alberto)
      • Jul 2002
      • 33106

      #3
      Re: AI Beta Feedback

      Originally posted by Chernobyl426
      One major concern I have after watching AI v AI on the highest difficulty is the pacing of striking. It seems like AI have the same overly aggressive tendencies as UFC 2. AI shouldn't need to rely on blitzing combinations and overwhelming your defense to be effective. Timing and effective counters should be very important for AI success rather than going into all out assault.
      One thing to keep in mind is that on higher difficulties, the AI will use longer combos. Thats why you were seeing more 4-5 punch combos from Diaz on the highest level in that video.

      Comment

      • Chernobyl426
        Rookie
        • Mar 2012
        • 90

        #4
        Re: AI Beta Feedback

        Originally posted by aholbert32
        One thing to keep in mind is that on higher difficulties, the AI will use longer combos. Thats why you were seeing more 4-5 punch combos from Diaz on the highest level in that video.
        It might just be a Diaz thing to be fair. I think a big part of why it is off-putting is the amount of times where Nate continues combinations even if they aren't landing. He'll throw 3-4 strikes in combination and every single one of them will miss. There isn't typically a strike to find range followed up with a couple shots. It's unrealistic the amount of times he throws combos without Conor being in range.

        It seems like the AI is simply throwing combinations without regard for being countered, or attempting to capitalize on openings.

        Here's another big concern of mine with the rate strikes are being used.



        I know it's always been an issue with punches being spammed during a KD animation from players, but it's really disheartening to see it from the AI. These are three strikes in a row once Conor hits the mat that really break you out of the moment.

        Number of strikes in first round of that fight for Diaz is 113 by my count. By comparison IRL Nate threw 73 and 74 during first round of fights with Conor.
        Last edited by Chernobyl426; 11-27-2017, 11:05 AM.

        Comment

        • aholbert32
          (aka Alberto)
          • Jul 2002
          • 33106

          #5
          Re: AI Beta Feedback

          Originally posted by Chernobyl426
          It might just be a Diaz thing to be fair. I think a big part of why it is off-putting is the amount of times where Nate continues combinations even if they aren't landing. He'll throw 3-4 strikes in combination and every single one of them will miss. There isn't typically a strike to find range followed up with a couple shots. It's unrealistic the amount of times he throws combos without Conor being in range.

          It seems like the AI is simply throwing combinations without regard for being countered, or attempting to capitalize on openings.

          Here's another big concern of mine with the rate strikes are being used.



          I know it's always been an issue with punches being spammed during a KD animation from players, but it's really disheartening to see it from the AI. These are three strikes in a row once Conor hits the mat that really break you out of the moment.
          Good points.

          What I'm seeing there is that it appears the AI preloaded that last combo. Thats concerning but my bigger concern is that the AI seemed to ignore its stamina dropping and the strikes didnt appear noticeably slower even though 3/4 of his stamina was gone before he threw the combo.

          Stamina and aggression are the things that I'm going to pay the most attention to in the beta. Now there is a feature that hasnt been announced yet (I'm hoping its in the beta but I cant talk about it yet) that will help these issues but i would like to see the AI slow down alot more.

          Comment

          • Chernobyl426
            Rookie
            • Mar 2012
            • 90

            #6
            Re: AI Beta Feedback

            Originally posted by aholbert32
            Good points.

            What I'm seeing there is that it appears the AI preloaded that last combo. Thats concerning but my bigger concern is that the AI seemed to ignore its stamina dropping and the strikes didnt appear noticeably slower even though 3/4 of his stamina was gone before he threw the combo.

            Stamina and aggression are the things that I'm going to pay the most attention to in the beta. Now there is a feature that hasnt been announced yet (I'm hoping its in the beta but I cant talk about it yet) that will help these issues but i would like to see the AI slow down alot more.
            100% agree that the bigger concern is the AI ignoring stamina depletion and strikes not seeming to slow down. That ties directly into overly aggressive AI that wants to overwhelm rather than respect your power. If the AI doesn't respect the power of your shots, it's going to be either you getting overrun or waiting until a 4-5 shot combo to end to drop a bomb that puts the AI on shaky legs. While the loaded combo isn't always pretty aesthetically, the fact it's often loaded with low stamina is a problem.

            Comment

            • aholbert32
              (aka Alberto)
              • Jul 2002
              • 33106

              #7
              Re: AI Beta Feedback

              Originally posted by Chernobyl426
              100% agree that the bigger concern is the AI ignoring stamina depletion and strikes not seeming to slow down. That ties directly into overly aggressive AI that wants to overwhelm rather than respect your power. If the AI doesn't respect the power of your shots, it's going to be either you getting overrun or waiting until a 4-5 shot combo to end to drop a bomb that puts the AI on shaky legs. While the loaded combo isn't always pretty aesthetically, the fact it's often loaded with low stamina is a problem.
              Yep. This is what the beta is for. If the AI was hyper aggressive at retail, I would be pissed. We at least have the chance for feedback.

              Comment

              • Chernobyl426
                Rookie
                • Mar 2012
                • 90

                #8
                Re: AI Beta Feedback

                One thing that will be interesting to see with the beta is how the AI handles being in different ranges. It doesn't seem like it fears moving from kicking range to punching range, which is a huge deal. It takes a lot of timing and sizing up to get into punching range in a real fight, and it takes time for guys to get their distance. Would love to see a way in which the AI is content to paw the jab and throw the occasional leg kick while working into the punching range.

                Another thing I feel didn't get enough love during the AI v AI was the use of feints. That's such a huge part of setting up strikes that wasn't utilized like I had hoped. Nate doesn't do as much with feints IRL, to be fair, but both seemed way too content to throw caution to the wind and launch combos rather than feint their way in.

                I'm much more scared of an AI that makes me think and uses feints than an AI that just whips combos out there hoping to catch me. The threat of getting countered by getting sucked in from a feint > getting run down by the AI in a flurry.

                Comment

                • Trillz
                  MVP
                  • Apr 2016
                  • 1369

                  #9
                  Re: AI Beta Feedback

                  Originally posted by aholbert32
                  Good points.

                  What I'm seeing there is that it appears the AI preloaded that last combo. Thats concerning but my bigger concern is that the AI seemed to ignore its stamina dropping and the strikes didnt appear noticeably slower even though 3/4 of his stamina was gone before he threw the combo.

                  Stamina and aggression are the things that I'm going to pay the most attention to in the beta. Now there is a feature that hasnt been announced yet (I'm hoping its in the beta but I cant talk about it yet) that will help these issues but i would like to see the AI slow down alot more.
                  Those preloaded combos looked like they were going out too fast, even during the last punch. I knew these hard combos were going to be rapid succession.
                  Youtube: https://www.youtube.com/user/im2good4u1
                  PSN: Headshot_Soldier

                  Comment

                  • aholbert32
                    (aka Alberto)
                    • Jul 2002
                    • 33106

                    #10
                    Re: AI Beta Feedback

                    Originally posted by Trillz
                    Those preloaded combos looked like they were going out too fast, even during the last punch. I knew these hard combos were going to be rapid succession.
                    Dont jump to that conclusion yet. Some of the Diaz issues come from the fact that he has his own 1-2 animation and it appears a little faster. I need to see the game live before i jump to that conclusion though.

                    Comment

                    • SwedishTouch76
                      MVP
                      • Nov 2013
                      • 1070

                      #11
                      Re: AI Beta Feedback

                      If the AI still fights hyper aggressively with no regard tp stamina or range then I.dont see what a few months will do. They had 18 months to fix the AI. As a mainly offline player this is pretty concerning to read. I'll wait till some off you guys post Beta feedback but not what I wanted to hear..

                      Comment

                      • aholbert32
                        (aka Alberto)
                        • Jul 2002
                        • 33106

                        #12
                        Re: AI Beta Feedback

                        Originally posted by SwedishTouch76
                        If the AI still fights hyper aggressively with no regard tp stamina or range then I.dont see what a few months will do. They had 18 months to fix the AI. As a mainly offline player this is pretty concerning to read. I'll wait till some off you guys post Beta feedback but not what I wanted to hear..
                        I'll say what I can without saying too much. 1) We havent seen all the offline gameplay features yet 2) Aggression was one of the main things the devs want people to test so that it can be tweaked if needed.

                        Comment

                        • TheVirus
                          Rookie
                          • Oct 2017
                          • 162

                          #13
                          Re: AI Beta Feedback

                          Originally posted by SwedishTouch76
                          If the AI still fights hyper aggressively with no regard tp stamina or range then I.dont see what a few months will do. They had 18 months to fix the AI. As a mainly offline player this is pretty concerning to read. I'll wait till some off you guys post Beta feedback but not what I wanted to hear..
                          Of course we'll have to play the game to understand how the AI plays, but this video has raised my hopes up a little.

                          Both characters seem to take their time and pick their shots and at least to me from the video it seems there's already massive improvements, we'll have to see though!

                          <iframe width="560" height="315" src="https://www.youtube.com/embed/ewMv5GmkWGg" frameborder="0" allowfullscreen></iframe>

                          Comment

                          • Trillz
                            MVP
                            • Apr 2016
                            • 1369

                            #14
                            Re: AI Beta Feedback

                            I will say watching this on the hardest difficulty is much more entertaining then watching ea ufc 2 ai vs ai on hardest difficulty.
                            Youtube: https://www.youtube.com/user/im2good4u1
                            PSN: Headshot_Soldier

                            Comment

                            • The_Waterboy92
                              Pro
                              • Mar 2016
                              • 528

                              #15
                              Re: AI Beta Feedback

                              I just got my code and can not wait for my 12 hour day to be over so I can jump into it. Since I value the feedback that guys looking for competitive single player will give I will give the friend code to someone on this forum who does not get the code and plays on the Xbox. I will do it whenever I get the opportunity to check back here. Let’s hopefully give some good feedback and see y’all ben changes we want implemented so we can have an immersive single player experience. Thanks devs for this opportunity
                              Last edited by The_Waterboy92; 11-27-2017, 02:25 PM.

                              Comment

                              Working...