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Originally Posted by Gotmadskillzson |
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In a nutshell, I would like to see the following for AI:
BJJ Fighters
1. I would like them to look to take the fight to the ground and try to keep the fight on the ground. Especially those who aren't good at stand up, like Maia.
2. I would like those who are highly skilled use more advanced BJJ moves, like rubber guard, rubber guard sweep. Butterfly guard, butterfly guard sweep, kimura sweep. And I definitely would like to see them take the back more often.
3. More Leg locks and ankle lock attempts.
4. Basically if I do a CPU vs CPU match between 2 highly trained BJJ fighters, I should be seeing a grappling clinic being displayed with them rolling around on the mat looking for subs like they would in real life.
5. More BJJ type of throws and take downs.
Wrestlers
1. More double leg take down attempts, with various forms of double leg take downs for the highly skilled wrestlers such as Sonnen, GSP, Hendricks, Edgar
2. Dominant wrestlers should look to ground and pound in full guard and half guard. Dropping elbows and hammer fists. Nothing more irritating then seeing Cormier, Sonnen, Cain,etc look to stand up instead of doing ground and pound.
Leg Kick TKO Needs to Happen
1. It is disheartening to fight guys like Aldo, Cerrone, Ben Henderson, etc and they don't attack the legs with leg kicks a lot, like they should.
2. Same can be said about fighters who are known to throw elbows and knees a lot in real life, don't do it in the game.
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Overall having a more clear separation between the different styles should be mostly just going back and retuning the tendencies of the fighters to be more clear cut. Posts like this though help in the overall tuning, as it's easy to focus too much on one particular style and lose sight of some of the balance across all of the fighter styles.
I'll look into the move sets on the ground that the skilled bjj fighters are using.
For the wrestlers again that should hopefully be just numbers tuning.
Same for leg kicks.
Elbows and knees can be a little trickier because of the reduced range they provide, but I can look into it.
Already working on the first point.
Good point on the reach advantage.
See above posts for aggression.
1. The one thing that's risky with adaptiveness is having fighters suddenly doing things they don't tend to do IRL. For example, the sensible thing to do when rocked is attempt a takedown to recover your senses. If the fighter then always attempts a takedown in that situation but are not nearly as good on the ground as their opponent, they're not necessarily fighting true to their real life counterpart. This is maybe an overly simple example, but it's definitely a tricky thing to get right.
2. I'm surprised you're not seeing the AI try to finish the fight when they smell blood - is that true for all fighters or are you seeing it on certain ones? I'd say definitely for the strikers they should be trying to tee off on you at least.
3. That's more than just an AI change, interesting idea.
4. That exists, I'll look into making it more pronounced.
5. I don't like hearing about the AI getting stuck, I'll definitiely investigate stagnation in the clinch.
6. We actually have dirty boxer as a style, but I don't think it came through in the final product. I'll see if I can't get those guys focusing more on the dirty boxing goals more than they currently are.
7. I don't want you to feel sick! There is clock awareness logic, but again it can be tuned to become more pronounced. I'll have a look.
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Take Down Overhaul
Take downs need to be more fighting style specific. In real life, depending on their background, fighters prefer different styles of take downs. Some prefer single leg and double legs, others prefer trips and throws.
Me personally I will like to see BJJ fighters use more trips and throws. Were as the average wrestlers use single legs, while the dominant wrestlers such as Sonnen, Cormier, etc use double legs.
No matter the style though, there needs to be more of a struggle animation when it comes to take downs. Take downs in real life aren't 100% instant like it is in this game. Usually there is a struggle and the aggressor will drive his legs to complete the take down. They had this in UFC Undisputed 3, which I think will work in this game as well. It will give it a more realistic look instead of that canned animations they have for take downs in this game that you know once it starts, you might as well put the controller down for 10 seconds and let the animation play out because hey, it is going to play it regardless.
I would also like to see the fighters body type and height play more of a role in the type of take downs they can do as well. And stop with all these single leg and double leg take downs ending in side control 100% of the time. Because in reality they end up in half guard in real life when people do take downs or even full guard more often then not. Very rarely do they land in side control from a single leg or double leg.
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Take down type preference is something that tunables exist for, I'll double check that the different preferences are distinct enough based on the tuning at launch.
I'll let my collegue speak to the animation side if he has a chance.
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Some Additional things I would like
1. Up against the cage specific take downs, throws and submission attempts.
2. Standing submissions from the front and back.
3. Push off the cage to create space when you on the bottom up against the cage.
4. Wall walk, wizards.
5. Fighters who are good at leg locks, attempting a high volume of leg lock attempts. Same thing can said about fighters who are known to hop on the back a lot and attack, they should do it in the game.
6. More sweat on the bodies in the later rounds, especially in 5 round fights. Might as well add more visual body damage too. Nothing grinds my gears more then to work the legs an entire fight and come last round, you can't see a visual bruising or swollen of said leg. Same thing can be said about working the body or face. About the only visual damage you see is a line n the face where a cut happened.
For all this talk about body deformation, I thought I would be wowed by bruises, cuts and all sorts of visual body damage. But nope, come next round, they are all healed up.
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Good wish list.
For 5., I'll look into getting more variety in the submission attempts, tying into what you were talking about earlier with the bjj specialists.
There are already tunables for a lot of the things on your list, but unfortunately adding sliders is a cross-disciplinary task, and I can only speak to the AI side of things.