AI coding = grounds for termination

1
United States
United States
nonficshaun
Seriously, whoever is responsible for the AI coding & penalties should be fired...then flogged, publicly...then rehired once healed...then flogged the moment they arrive for work...then demoted to cleaning the restrooms with their own toothbrushes...then promoted back to AI coding and development to engineer a level of competition that makes sense, keeps the challenge, and penalizes AI. Essentially, punish the employees getting paid to punish the people who bought the game, thus allowing the employees to be employees in the first place. Why frustrate loyal, paying fans while allowing the beneficiaries of our hard earned money to remain unaccountable?

That may seem harsh, but how is something so foundatinal to "simulation" driving ignored when it affects every player equally?

Every single race is the same! It's like reading the first chapter of a best seller again and again, only at differing rates of speed. Players cannot live on rolling starts alone, to paraphrase someone more famous than I. If I notice that I'm losing races due to my lack of skill, I can practice and improve. I cannot improve the idiocy that is GT AI. My choices usually boil down to crummy offline competition or lame online lobbies replete with noob demolitoin derby drivers, trolls, and cruise lobbies. (I can deal with online usually, but who can argue the offline races are often more conveinent and could be balanced better?)

Yawn.

It's a shame really, becasue GT is a stunning game full of possiblities and hours of automotive enjoyment. GT6 should be above reproach and dominate the field it spawned, yet it has gone half-hearted in areas that matter and the PD group has provided too much peripheral fluff that caters to small fractions of the game's population. You can argue, again, that the GPS logger is useful somehow, or the VGT cars don't really need an interior, or that GT Academy is a worthy expense if it engages widespread competition and growth. Over all, these things only benefit a few while the largest cross-section of players continue to race frustrating, uninteresting opponents in seasonal, career, and arcade races.

If the AI actually raced in a world where anything could go wrong, and actually drove in an off-rails, un-prescribed layout and pace, then we'd have a game that honors 15 years of heritage rather than shields its own glory. Consider the Senna content for a moment. We see a stellar driver who lost a race because he failed to navigate a corner properly, raced better in rain, battled his rivals, and did not always race his A game. We laud his ability to overcome the chaos in his career, but would he have nurtured that career if it bore the same characteristics of GT AI? Doubtful.

After 6.5 iterations of GranTurismo and 15 years of practice, you'd think the AI would shine and players would have options that matched skill to difficulty levels. You'd think our computerized AI would pose a challenge similar to Deep Blue vs. Bobby Fisher if we felt we could command a car like Fisher commanded a meager pawn. Yes, most of us are not at that level of driving, but if the game needs a code for AI, why gives us one that feels unrelenting in its tunnel vision? I might as well fuel a Pagani with low grade petro since it's easier and more cost efficent, acting on the same rationale. It may work, but a purist would certainly slap me if I were discovered. We've all discovered the 70 octane petro of AI codes, how do we (as self-appointed purists) slap the coders? They seem untouchable, unfortunately.
 
The AI coding is fine, in that the racecraft and such they employ is fine. It's not fantastic, but it's not awful either.

What ruins the AI is the necessity for them to start in a huge strung out line, the silly rubber banding, and the necessity to still allow the player a chance to win despite these things.

If there was no rubber band, standing starts (preferably with qualifying), and the AI were in cars that allowed them to approximate the speed of the player, there wouldn't be a problem.

TL;DR: It's not a problem with the AI as such, as much as it's a problem with the game design. Take it up with Kaz for dumbing the game down so that everyone's a winner, and probably the graphics guys who are the ones responsible for pushing the graphics to the point where rolling starts are a necessity. The AI is not that bad, it's just horrendously misused.
 
TL;DR: It's not a problem with the AI as such, as much as it's a problem with the game design. Take it up with Kaz for dumbing the game down so that everyone's a winner, and probably the graphics guys who are the ones responsible for pushing the graphics to the point where rolling starts are a necessity. The AI is not that bad, it's just horrendously misused.

On the whole I agree poor game design & their fix is even worse.
Just did the online 600pp race 5 times as thought I might as well get some money while tuning.
The AI is now on steroids or something & sometimes forgets to brake completely.
4 out of 5 races I passed the leader after he had left the track, & that's what I saw may have been more frequent.
Worst race I only passed 4 cars on the track, if you count passing cars as they rejoined as off track.
I got rammed off track several times by the AI missing its braking point, once it made so little effort to stop I was knocked that far the game reset me on track.

Yes rubber banding 2/3rds throttle on the straights etc is game design but poor AI behaviour is laziness & or horrendous quality control, they still make the same mistakes they did in previous versions of the game.
We all know unusable tracks vs AI because it brakes very early or for no reason at certain points.
Laguna Seca they lift for the kink down the main straight
Apricot Hill they brake way to hard for the corner leading onto the main straight, the most important one on the track as they are then slow down the entire straight.
Matterhorn Rotenboden (I think) they very nearly park on the tight turn.
The list just goes on.

The physics model keeps getting better, I am still finding wonderful cars to drive but the actual game seems forgotten.
Online desperately needs community features & offline needs a total overhaul unless you are in to time trialling.
 
As said above: the AI is not bad, and when it will decide to push it will usually make you cry no matter how fast you are (because it uses Magic Anti-Spin, AKA SFR). But a bad combination of dumbing down with no recourse and limitations in the computing capabilities of the PS3 (which go against the AI rather than the graphic, because if the game turned into a 16-bit voyage of adventure from time to time we'd all be far more vocal in our complains) means that the AI has to start with a huge lead and then be rubber banded right in front of you to easily overtake to provide any resemblance of a challenge.

PS: is it just me, or the AI in the Hard Seasonals is far more proficient than the AI in the Career/Arcade modes?
 
PS: is it just me, or the AI in the Hard Seasonals is far more proficient than the AI in the Career/Arcade modes?

The AI in Arcade Mode is shockingly bad, this is despite a maximum field of I think 10 cars so lets not put it down to a lack of processing power.
 
One thing that makes the AI seem particularly poor is the issue between boundaries and collision boxes. I've continued to study it after I came across it, and I'd say that a good half of incidents caused by the AI are down to it.

Also, the AI "improvement" thing is ludicrous. It's just a game of misjudged divebombs and random crashes on the AI's part. Strangely though the Nurburgring seasonal actually gave me a fair, if dull race for once - the Huayra kept what I'd call a respectable pace.
 
The main place I've witnessed the poor AI is on Apricot Hill in the Red Bull challenge. They all seem to follow the racing line until the exact moment you pass them.
 
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