Tired Tyres
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Yep. And go find something better to do.
How about you don't tell ME what to do. That is none of YOUR business.
Yep. And go find something better to do.
Most racing sims use simplified physics and tire models for their AI and have no trouble making them on pace. Project Cars for example has been very open about this. It has been shown many times that the AI in GT are programmed to slow down and let you win most of the time. How is that a problem with processing power? It has enough processing power to get the AI in front of you, but not enough processing power to tell it to stay at the same speed, but somehow enough processing power to tell it to slow down? The AI are deliberately programmed to let you win, it has nothing do with processing power. It's a design choice.AI is using simplified model / physics in some modes so I think part of the problem is the processing power. Will it be solved? Don't know but I hope so.
Of course this is true, difficulty levels are a must for any game of this nature, but not having difficulty levels is also a design choice. The lack of a difficulty slider just confirms that the horrible AI was designed that way, the limitations it has aren't due to the hardware.@Johnnypenso The problem in part is having a single difficulty level/not having difficulty levels. Everyone wants the A.I. To be competitive but player's times vary a great deal, I'm usually 10 seconds off pace from the Aliens that populate the top spots of the leaderboards. Not being able to choose how hard or easy you want to make it for yourself will necessarily mean that the game will need a rubber-band effect to let you win, it needs it to give a chance to players whose lap time's differemce will be up to +20 seconds.
I am not justifying it, I think it sucks but until they add difficulty levels it will always have to adapt on the fly to give everyone a chance to win.
Most racing sims use simplified physics and tire models for their AI and have no trouble making them on pace. Project Cars for example has been very open about this. It has been shown many times that the AI in GT are programmed to slow down and let you win most of the time. How is that a problem with processing power? It has enough processing power to get the AI in front of you, but not enough processing power to tell it to stay at the same speed, but somehow enough processing power to tell it to slow down? The AI are deliberately programmed to let you win, it has nothing do with processing power. It's a design choice.
Of course this is true, difficulty levels are a must for any game of this nature, but not having difficulty levels is also a design choice. The lack of a difficulty slider just confirms that the horrible AI was designed that way, the limitations it has aren't due to the hardware.
Not being able to choose how hard or easy you want to make it for yourself will necessarily mean that the game will need a rubber-band effect to let you win, it needs it to give a chance to players whose lap time's differemce will be up to +20 seconds.
I am not justifying it, I think it sucks but until they add difficulty levels it will always have to adapt on the fly to give everyone a chance to win.
I fully agree, I wonder what fans will say if A.I. is this crap in PS4 since they will not be able to use the "PD are limited by the hardware" excuse.
AI itself has nothing to with overall design faults. The fact that rubber banding is used does not make AI bad. Ramming, early breaking and not adapting to situations does. All of those things depend on calculations. I'm not saying that they gonna improve those parts of the game, I'm just hoping.
Sad thing is that I can't think of a game that sets an example in those parts. Yes there are faster AI out there that "gives you challenge" but more or less they are stupid.
There's a way to have difficulty levels without having difficulty levels, if you know what I mean.
The game can adjust the difficulty itself after each race, in response to the player's results. If you stomped the AI, the game puts it up a lot for the next race. The opposite if you came at the back of the pack. Minor adjustments if you came at the front or somewhere near the middle. The more races, the more the game learns about your general pace and it homes in on the right difficulty for you.
And there you have it, adjustable difficulty that the player doesn't have to adjust (which is presumably Polyphony's point, make it as plug and play as possible). It's been done before, and it works just fine.
They are design faults if you are "racing" and the AI is not racing, it's letting you win. That's a design fault.AI itself has nothing to with overall design faults.
It's not bad if your only goal is to win, then it's great. If you actually want to race, then yes it's bad.The fact that rubber banding is used does not make AI bad.
Of course, that's part of good AI. But the first priority is and always should be, being on pace with the vast majority of the user base. That means adaptability, on the fly as @Imari mentions above, or by a difficulty slider as is common in all other racing games.Ramming, early breaking and not adapting to situations does. All of those things depend on calculations. I'm not saying that they gonna improve those parts of the game, I'm just hoping.
Then you haven't played enough other games. Grid Autosport on PS3 was very good on real circuits, not as good but still way better than GT on street circuits. I'm an above average driver and I didn't win a race in my first 22 tries. They were on pace and challenged for position and you had to be on your toes from flag to flag. Project Cars is also on pace and challenging but can be a little inconsistent. Even with the inconsistency, at least you are racing and the cars are on pace. If you cover the inside of a corner when they are behind you, as you would likely do in a real sprint race, you'll usually be ok. Most of the codies games have good AI. Assetto Corsa AI is on pace and quite challenging.Sad thing is that I can't think of a game that sets an example in those parts. Yes there are faster AI out there that "gives you challenge" but more or less they are stupid.
(@Imari quote below)
I had thought of that but that takes away the chance to choose the challenge level. I mean with that system you can't see what it would be like to have a full season fighting at the back of the middle of the pack, which is something I have been able to recreate in pCARS (actually just single races) and also in the F1 games by Codemaster. It assumes that you always want to be fighting for the lead. I'm a crap racer and never felt very realistic when I won five races in a row, having the chance to fight to just hold that p18 for a full race felt great in pCARS. I can do the same in Forza too although not in career mode because you must finish within the top three to advance.
Again, I know that AI is slow but when I'm talking about AI, I'm talking about the intelligence and not game design.
If AI is fast it does not necessarily mean that it is intelligent. Yeah some AI can maintain the pace but usually they are blind to there surroundings (which makes it stupid and not intelligent).
Why can I race without incidents online (in normal leagues). But when racing offline (even those games listed above) you get pushed out, rammed etc.?
Again speed can be added artificially but you can't fake awareness.
We are talking about different things. When I say AI is bad that means it's stupid (it does the thing it should bad). When you say AI is bad I get the feeling that you are talking about the pace.
I don't think that is true, because PD has shown (and I've argued this for years) that they are able to do exactly that. It was hard to notice in GT5 due to the general lack of pace and the eventual change of the game structure to a crappy rolling starts, but GT5 AI did have spatial awareness to other cars and the environment being raced in. Especially noticeable in B-Spec, because although with enough scrutiny you could see how it was faking it (and I did a lot of B-Spec), the game could still play host to legitimately interesting races if there was a field with multiple competitive cars instead of just one or two rabbits. Dream Car Championship, for example could have four different cars in any given race that would lead to direct battles between them for the win; making each race different. Even the rubber banding in GT6 isn't traditional racing game rubber banding, and instead operates as an AI driver actively trying to let the player catch up instead of just artificially slowing the AI car downAgain speed can be added artificially but you can't fake awareness
Because it is the 🤬 truth for some of us.Why devote energy into negativety?
...but the cars don't feel 'snappy' and you dont get that snap oversteer feel like GT gives. It's probably just me.
From some videos I've seen, Forza 6's physics aren't that good. It's like slightly more grippy Horizon 2 physics, so a GT3 car apparently can be drifted easily.I should have rephrased - I didn't mean every car, ha ha.
Well, the snap O/S aside, Forza's physics seem a bit more on the floaty side to me. That said, I haven't played six, but they seem to be improved on 5. Four just felt reaaaally floaty.
(fellow Melbournite I see ;P)
From some videos I've seen, Forza 6's physics aren't that good. It's like slightly more grippy Horizon 2 physics, so a GT3 car apparently can be drifted easily.
I should have rephrased - I didn't mean every car, ha ha.
Well, the snap O/S aside, Forza's physics seem a bit more on the floaty side to me. That said, I haven't played six, but they seem to be improved on 5. Four just felt reaaaally floaty.
(fellow Melbournite I see ;P)
You should make it clear you're talking about Forza 5, not Forza 6.My bad for talking about the physics. What I should have said was, the 'feel' of GT to me, combined with the track selection & car list, makes me come back more and more. I did fire up Forza the other night, and for whatever reason, I only raced one or two races and switched it off. (I do believe it is because of their track selection not even touching GT's and a lot of races are over the same tracks) That said, last night when I fired up GT, I completed two championships back-to-back.
IT's like gravity, ha ha.
As I mentioned above, the AI in Grid Autosport were very good on circuits. The street courses were a little tight and tougher to race on but so long as you covered the inside you were generally ok. They raced hard, they were well aware of your presence and they challenged for position without knocking you off the track. Your generalization of "AI is this or AI is that" just doesn't hold true, for the most part, outside of Gran Turismo.I don't say that everything in AI is bad. There are good thing in many games (and you can find challenge and fun). But to me it seems that AI in racing games are designed to be a pushover or overly aggressive they don't really adapt to the situation. Usually I try to be as far away from them as possible, because to me they are unpredictable.
AI is a difficult thing and is lacking overall in games but in some genres it really shows.
Overall if you increase AI speed (without dirty tricks like adding extra grip) those flaws will show more (that's why some of those tests that people do are flawed) .
The point of AI in games usually is to emulate a human but I don't feel that in racing games.
That's what I meant by improving AI.
Adding more challenge to the game is a different question to me.
As for GT itself. It has many things that are awesome but not utilized fully or at all.
I find that funny to hear because GT3 has lots of races and championships over the same tracks and is the most successful sold GT.I did fire up Forza the other night, and for whatever reason, I only raced one or two races and switched it off. (I do believe it is because of their track selection not even touching GT's and a lot of races are over the same tracks)
The tracks themselves, are better, IMO. In Forza there are quite a few that I just don't enjoy, and they appear in a lot of races I want to complete, ha haI find that funny to hear because GT3 has lots of races and championships over the same tracks and is the most successful sold GT.