AI Beta Feedback
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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.Tags: None -
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. -
Re: AI Beta Feedback
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.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
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Re: AI Beta Feedback
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
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Re: AI Beta Feedback
Good points.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.
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
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Re: AI Beta Feedback
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.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
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Re: AI Beta Feedback
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.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
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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
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Re: AI Beta Feedback
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.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.Youtube: https://www.youtube.com/user/im2good4u1
PSN: Headshot_SoldierComment
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Re: AI Beta Feedback
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
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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
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Re: AI Beta Feedback
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.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
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Re: AI Beta Feedback
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.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..
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
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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_SoldierComment
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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 opportunityLast edited by The_Waterboy92; 11-27-2017, 02:25 PM.Comment

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