TheeFrogmanlego
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Should it be in GT6 yes or no, This is the only way we can get competitive AI racing.. GT 1-3 had it
"Rubber banding" is where the AI slows when they're ahead, and speeds up when they're behind, correct?
If so, then no thanks. Honestly, if GT6's AI is fixed so that they are at least competitive, then there would be no need for it. Having a rubber band AI is just another way of saying that "our AI sucks", IMO.
No, absolutely not. The only thing worse than slow AI are unrealistically fast/slow AI. If I make a 10 second gap I want to keep it, not have a car go at unrealistic speeds to catch me up.
No it docent slow down it stays at its default pace, if it falls behind the game kicks in a speed multiplier.. look at motor storm pacific rift, perfect AI... Hard but beatable..
And there's two types of AI. what GT5 had and what gt 1-3 had.. rubber banding or set pace , set pace is either unbelievably hard or pansy slow !
No, absolutely not. The only thing worse than slow AI are unrealistically fast/slow AI. If I make a 10 second gap I want to keep it, not have a car go at unrealistic speeds to catch me up.
a game that strives for realism.
Why would they wait until they've been overtaken before attempting to speed up and then matching your pace? If you're catching the guy in front, and he wasn't already going flat out, surely he would attempt to speed up before you got there in an attempt to stay ahead?And if you want to pull the realistic card.... do drivers always hit the same splits, lap after lap after lap, race after race after race *OR* could they in fact be motivated to put in faster times once they have been overtaken?
...surely he would attempt to speed up before you got there in an attempt to stay ahead?
TheeFrogmanlegoShould it be in GT6 yes or no, This is the only way we can get competitive AI racing.. GT 1-3 had it
X-PowerI agree. Rubber banding AI is very arcadey and does not belong in a game that aims for realism.
There isn't a single standard by which GT4's completely braindead, repeatedly slow and "make the exact same mistakes lap after lap after lap" AI is better than GT5's. The only reason it appeared that way is because PD did a much better job with car selection with GT4, whereas they didn't even care for GT5.I'd rather have unrealistic competitive AI then what PD did to GT5. I know people don't like it, but with GT it's about having fun which from 1-4 it was and 5 heck no.
That's not rubber banding. That is GT5's B-Spec AI with better emotion triggers.And if you want to pull the realistic card.... do drivers always hit the same splits, lap after lap after lap, race after race after race *OR* could they in fact be motivated to put in faster times once they have been overtaken? In a "real" race, if you are winning by thirty seconds do you go flat out each and every lap with the inherent risk involved or do you go at nine tenths to save the car and minimise risk?
1241Penguin"Rubber banding" is where the AI slows when they're ahead, and speeds up when they're behind, correct?
The effect would be way too big of course.No, because that wouldn't be unrealistic. It's not unusual for a driver in the lead to ease off and play it conservative (no point pushing yourself into a wall for nothing) and to get more aggressive when behind.
Rubberbanding is an unrealistic technique wherewith cars magically gain pace when behind you so as to keep competition alive.
I hate rubberbanding.
Have an internal, invisible hierarchy of AI difficulty for different levels of championships (the Amateur levels would have easier AI than, say, Pro level GT Mode events), and a user-selectable level of difficulty (that moves the global AI level around, but still keeps that difference between Amateur and Pro, for progression) to appease the different levels of players would solve a lot of issues. Give players bonuses who use the hardest difficulties.
Rubberbanding is an unrealistic technique wherewith cars magically gain pace when behind you so as to keep competition alive.
I hate rubberbanding.
Which is the rub. Rubber band AI is nothing more than a punishment for the player being good at the game.If everyone else speeds up more the faster I drive, what incentive is there to drive faster than I need to to just hang on to first place? Why not play the Mario Kart game and hang back in second place all race long to keep from getting hit by blue shells?
1241Penguin"Rubber banding" is where the AI slows when they're ahead, and speeds up when they're behind, correct?
If so, then no thanks. Honestly, if GT6's AI is fixed so that they are at least competitive, then there would be no need for it. Having a rubber band AI is just another way of saying that "our AI sucks", IMO.
Which is the rub. Rubber band AI is nothing more than a punishment for the player being good at the game.
No it doesn't. With rubber band AI, the better you are the harder (and more unfair) the game is. There is no incentive to play better when that just makes things more difficult for you.Pushes you to be better
It did not. It had completely robotic AI with a performance multiplier implemented to keep races close; which it singularly failed to do in the handful of races where the rubber band effect was not in place. The only reason it was better than it was in GT4 was because the physics were better for the AI type (brakes in particular) and because PD took more care choosing the car selection pools in the first three games. The AI itself was exceedingly poor compared to something like what was in the TOCA games at the time.Any hows , All your arguments are invalid due to GT 1 - 3 having fantastic AI.
No it doesn't. With rubber band AI, the better you are the harder the game is. There is no incentive to play better when that just makes things more difficult for you.
And that's true no matter what the genre it pops up in.