Also note that I'm talking about Forza 2, not 1, because that's where the battle is... I don't see any point in discussing Forza 1 anymore unless you wanna compare it to GT3 instead.
If FM2 continues to shoot it self in the foot like this first DLC, I'll have to say it's losing ground FAST.
Maybe you are braking too soon? Typically the AI cars brake earlier than me so I usually have to be more careful of hitting them than worried that one will come up and hit me.I've been knocked into the sandpits on 80% of the times I head into a turn with an AI car chasing me in GT4.
In Forza 2, the AI (if possible) manages to avoid hitting me by either compromising it's own braking or line. I noticed that once I started driving more aggressively, they started knocking me a bit back, but nothing like GT4 where I'd basically be rammed at high speed.
Do you also compare Gears of War to Halo 2 or are you thinking Halo 3 will blow it away? Or jump consoles and compare Resistance to Halo 2, one is on a next gen console and the other is last gen. You can't make that comparison.Also note that I'm talking about Forza 2, not 1, because that's where the battle is... I don't see any point in discussing Forza 1 anymore unless you wanna compare it to GT3 instead.
On a last note even though i will always enjoy Enthusia (have since i got that game a long time ago) The A.I. in it DID react to me as well.
Love that game and am STILL trying to get all my Enthusia life cars fully upgraded, about halfway there, only five more years to go, heh heh.
I'll also agree with Diab as Gameplay > Graphics. To me that's a given,always has been always will be.
I did a little experiment a few weeks back to test Forza 2's "learning" AI. It wasn't scientific by any means, it was just to see it chenge myself on a noticable level.
I started a race and the first thing I did was swerve into the car to my right, I restarted and reeated a couple of time, then about the 4th time the car on my right swerved into me as I tried to swerve into him. It was rossi btw, but because the AI had learned that I was agressive to a notable degree, the agressive AI bots became more agressive towards me, while the passive Ai bots stayed well away from me.
Comparing forza 2 to GT4 is foolish, very foolish. To put it simply Forza 2 is on a MUCH BETTER CONSOLE and therefore, the developers would have to be constantly drunk to loose out to GT4.
People compare forza1 to GT4 because it is the most recent situation where both developers were on a level playing field, i.e. Similar release times and similar consoles. We won't be able to compare Forza 2 till we see GT5 then it will be a case of similar consoles.💡
See, dirty racing is the only thing I've ever seen the AI learn, and I don't race dirty. I guarantee you this learning is due to each driver having different coding. I wouldn't be surprised if you put Rossi's coding into the other 6, they'd all act the same. It's something PD should adopt though.
But if you don't wait for cars to pass when your pulling back onto the track, you can't complain that they hit you when you pull back right infront of them.Yeah, but if I'm there, I at least want to know that the other drivers saw my car sideways and doggone near the tire wall. Another aspect of my style is that I immediately try to get back on the track after a spiin or a near-miss with a barrier. Think about boxing. Do you lay down on the mat and simply give up after the other boxer damn near caves your face in? No. What you do is that you muster as much energy as possible to get up. Then, you stand on both feet and hand the other boxer some punishment. You never back down for an extended period of time.
But that's never going to happen, do you think in a real race a driver should behaive like he's the only one on the track and that the other drivers should respect that? If you drive like that in a real race, you'll lose a lot of respect from your fellow racers, and should the way your driving be deemed dangrous, deducted points and ultimately disqualified. I'm not trying to deny you from having your style, but I'm jsut saying that it's unreasonable to drive without care of the other cars and then complain when the inevitable happens.It's not smart for a racing perspective, but that's just me. I don't want to go way to the back and hand somebody a win that I've perfectly tried to earn. And especially not in the closing stages of a race. I'm all about ambition and heart. Also momentum. I don't want to be punished for not driving like a pro. I want to have my own style and have my would-be rivals respect it.
Yes, when I cross into an AI cars path and there's conrtact it is 100% my fault. It isn't bad AI programming.So you actually admit that it's been your fault for crossing their path? Is this reverse psychology on AI racers?
No, not at all. What I'm saying is that the AI cars should drive like that, that means the AI will not be changing lines into you round corners like GT4's does to me all the time, orusing the racing line when your infront and on it as well. That leaves it upto the player to drive either, like the AI and not trying to occupy thier space as they don't yours or drive like your the only one on the track, in which case the vast majority of inevitable contact will no doubt be the players fault. Neither should attempt to occupy the others space. There's a big difference between wanting AI that can hold it's line when it's abreast of other cars and wanting AI that's a mindless drone an a continous loop around the track.Most people complain of AI racers being stuck to a certain racing line while a human racer is responsible for passing them successfully. This model you bring up is that YOU are supposed to be the one stuck to the racing line while the AI tries to pass YOU. Is that what you're mentioning, Dave A?
Exactley, and to be competetive you need to be fair, you can't expect the AI cars to back off you and let you occupy thier space. The AI don't do that to you in RD3, and the races can be extremely competetive. You can race just fine without getting spun once, as long as your aware of the other cars around you. Let me put it this way, how your driving against the AI in RD3, is that how you would drive against real people, cutting them up and trying to occupy their space? Because from experience, people who use lines like thier the only car on the track and they are entitled to use whatever line they want to at all times, even if there's another car there, get booted from gaming sessions quite quickly. Ofcourse, even if your good at a game you'll make the odd mistake, but that's not the same as a frequent habbit. I just dissagree with you on this RD3 AI thing .I think there should be clean passes and the aforementioned AI awareness. I believe in competitive racing. Maybe do some side-swiping. Just don't knock somebody off the road (and I'm talking about the AI drivers).
Then set the difficulty so that you can win, all you need to do in RD3 is remember that theres cars around you and drive accordingly.I want to be the one to have the best chance to win the race by the end of the day. I don't want to be "let's get rid of this guy/girl and race to win without him/her." It's a foul racing deal no matter how you look at it.
GTR's AI is imo very passive, but again, even in GTR or RFactor, if you pull aross right infront of an opponents car there will be contact. The consequences of that contact varies in thoes games though, I personally think that RD3 simulatess the consequences of contact far better than GTR and RFactor, even though GTR and RFactor are much more realistic games when it comes to driving the cars. I like racing game to give you the same pressures as real racing would, or at least attempt to. GTR and RFactor do very well, overall better than RD3. But RD3 does better in some ways imo.I drive as best as I can even if I try to recover from spinning out. Least that could be done is acknowledge that I'm here and need help. Perhaps even throw a REAL local yellow flag at a certain sector. The best example of great racing from games I've played is likely rFactor (not that I've analyzed GTR fully). I rarely been tagged after recovering from a spin or not driving all that well. What I'd like best is better recognition from enemy racers.
Ofcourse, the more realistic the physics the better and more natural it will hopefully feel to be driving under any circumstance, loss of control included. It will feel right.I've been running rounds around Eiger Nordwand with assists off. If this physics model for GTHD carry into GT5, cars may be a bit more realistic in terms of collisions, which carries over into potentially tougher ways to escape from a spin. So this could be a contributing factor as to how AI plays out in GT5.
Yeah, but if I'm there, I at least want to know that the other drivers saw my car sideways and doggone near the tire wall. Another aspect of my style is that I immediately try to get back on the track after a spiin or a near-miss with a barrier. Think about boxing. Do you lay down on the mat and simply give up after the other boxer damn near caves your face in? No. What you do is that you muster as much energy as possible to get up. Then, you stand on both feet and hand the other boxer some punishment. You never back down for an extended period of time.
Dave,, there are those of us who are racers and there are those who are gamers.
Racers know that you cant charge into any little space, and get away with it, in the real world you would likely be lynched if you drive dangerously, And why should they give you any ground, after all they want to win too.
In racing more often than not you will have to back out of a move,as the guy in front defends or you find simply dont have the track to pull off the move succesfully, this is where strategy comes into play, you have to learn where your faster than your opponent, then hang back slightly and punish your opponents weaknesses, late braking manouvers into turns are always the most risky of passes, and you need to be sure of you and the cars abilty to pull off out braking passes as they are most likely to end in tears. Most real world tracks have only 2 or 3 ligitimate passing places, other passing opportunities come from errors from your opponents,simply being fast at a certain point ofthe track doesnt mean that its a viable passing place.
Those that are not r/l track experienced or have no interest in the realism of racing etiquettes do not appreciate this, in r/l it takes great skill to be a winner and requires great race craft, gamers want to win, Yes they want to beat fast AI, but most dont have the skill or race craft to do it without making moves that would never pay off in r/l.
And many would be bored by AI that was so good they would find it difficult to keep up.
ScaffHell its a good job they don't model the AI on the BTCC, now that would be nasty, those boys (and girl) play rough.
^ You might say that, but it is very true. Based on my longest experiece as a member here in GTP, John really hit the spot on that one. I'm not pointing out on people here, but there are quite a lot of these things bashing on Kei-cars especially coming from here in the US.AZ_SidewinderYou exaggerated the American guy quite a bit.