I have seen similar behavior with the "normal ai" cars when doing custom races. (In my custom races at the nordschleife at night the "slower" cars (cars are same spec from my garage) even indicate with lights that they will move out my way/stick to the left or right side of the track...)At the start of lap 2, suddenly it seems the Sophy cars get a power cut. It is particularly obvious, if your car is rather underpowered - on lap 1 you get blown away on the straights, on lap 2 you can suddenly stay close. Sometimes, when you are close on a straight you can actually see the moment this happens - it's like they suddenly do not apply full throttle anymore, although I think it's more likely a limitation of engine power, something like 10% less power.
It's an intentional feature for the tourist layout only.I have seen similar behavior with the "normal ai" cars when doing custom races. (In my custom races at the nordschleife at night the "slower" cars (cars are same spec from my garage) even indicate with lights that they will move out my way/stick to the left or right side of the track...)
Same experience here. The only difference is your last point. It's only when I pass the leader that Sophy returns with a vengeance. All others seem to maintain their current pace.
- On lap 1, Sophy basically is going full speed.
- At the start of lap 2, suddenly it seems the Sophy cars get a power cut. It is particularly obvious, if your car is rather underpowered - on lap 1 you get blown away on the straights, on lap 2 you can suddenly stay close. Sometimes, when you are close on a straight you can actually see the moment this happens - it's like they suddenly do not apply full throttle anymore, although I think it's more likely a limitation of engine power, something like 10% less power.
- Lap 3 is a continuation of lap 2, but if you overtake Sophy, it returns to lap 1-like power.
I've had this thought before, and regarding football games in the past. I know nothing about programming nor AI, but my lingering impression is that it's not that it's difficult to make CPU opponents hard to beat, but about making them good but still beatable.Sadly is just another catch the rabbit race but with aware AI and sometimes really nice battles.
But why cripple it I don't get it. Let it drive at full and we'll tune our cars accordingly. It would be a nice challenge for example sophy race 600 they all drive 600-ish pp car and you try to win it with as low as possible.
As much bad press/rep fifa/ea football has, the granular cpu sliders are spot on.I've had this thought before, and regarding football games in the past. I know nothing about programming nor AI, but my lingering impression is that it's not that it's difficult to make CPU opponents hard to beat, but about making them good but still beatable.
Is it possible to replicate human error overlaid onto optimally fast driving abilities?
I've always thought it would be like being stuck behind Verstappen and resigning yourself to waiting for him to make a mistake before you even stand a chance of passing him.
Here's my take:I wish I could understand why they chose to do it that way. Sophy 1.0 was so good that they had to give it a worse car or it would blow you away every time. Now they give Sophy 2.0 a better car and then make it go slower when you have no chance. Seems like an odd design choice.
The point is to encourage players to try a stock car (or close to it anyhow) for a more thrilling door-to-door racing experience. If we take the bolded above (and that's up to every individual player, by the way) then it's like taking a Tomahawk to the Sunday Cup. You can do it but it's not the intended point.But why cripple it I don't get it. Let it drive at full and we'll tune our cars accordingly. It would be a nice challenge for example sophy race 600 they all drive 600-ish pp car and you try to win it with as low as possible.
Intriguing idea. I never knew this level of customization existed in FIFA (I have never played any soccer/football game).In fifa yiu cam tweak from 1 to 100 around 20 odd parameters, such as first touch, shooting, passing, aggression, tackling, various error rates etc
Intriguing idea. I never knew this level of customization existed in FIFA (I have never played any soccer/football game).
Imagine if PD could look beyond the racing genre and learn something from a soccer game?
I would also prefer the Sophy cars to be a little below my car's PP, but driving at full speed. At up to 10% higher PP they have so much speed in hand, no tuning in the world is going to make that up, if they went flat out for 3 laps.Sadly is just another catch the rabbit race but with aware AI and sometimes really nice battles.
But why cripple it I don't get it. Let it drive at full and we'll tune our cars accordingly. It would be a nice challenge for example sophy race 600 they all drive 600-ish pp car and you try to win it with as low as possible.
This level of customization is hopefully coming to GT7. What would be the ideal set of sliders? Perhaps, simpler the better?I see no reason why pd and other companies coukdnt offer simikar features in their games.
Good list tbf. Maybe sim racing experts have more input.This level of customization is hopefully coming to GT7. What would be the ideal set of sliders? Perhaps, simpler the better?
Speed
Aggression
Error/pressure
Consistency
Braking
steering
Throttle
Precision
Vision
Focus
?
?
?
You make a good point. GT should preserve the 'simplicity' aspect, while also balancing some players' need for intricacies.I don't think they should have that many sliders in a Console game. The majority of people playing on Console could find the game to complicated.
That being said a few sliders, mainly for AI difficulty, and race length, and then let the credit payout scale along with those sliders would be awesome, and relatively more simple to implement and test in development.
I think it's a case of having preset default difficulties now, but as with fifa, presenting the ability to customize for the more discerning player.I don't think they should have that many sliders in a Console game. The majority of people playing on Console could find the game to complicated.
That being said a few sliders, mainly for AI difficulty, and race length, and then let the credit payout scale along with those sliders would be awesome, and relatively more simple to implement and test in development.
Its more or less a 3 variables which already exist in the game.
Those variables need some UI code where the user can scale the value for AI difficulty, and race length.
In the background have those variables increase / decrease the Race payout variable value according to their new values.
The basics of it is so simple that any junior developer can make this kind of functionality in like 20 minutes.
Of course there is also need for some testing, how the AI will behave at different values, but for a company the size of PD it should not really be a concern.
Adopting something like this that others in the racing genre are already doing seems like a no brainer.Even just aggressiveness/skill sliders that acc has woukd be an improvement.
Looking back at the introductory GT7 screens, there's three 'default' difficulties available from game intro. The lowest of which has assisted braking as one of the standard options. It's absolutely unfathomable to me that they think that the bottom 33% of players might need that level of invasive input assistance in a racing game.One of them genuinely has no clue as to tge assists he even has enabled, just leaves it at default.