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Please do share how to turn these annoying little buggers off. That would improve the experience.
In the pause menu turn off player names. Also if you don’t want them to appear too left you can choose to display car info only
Please do share how to turn these annoying little buggers off. That would improve the experience.
Tried it on easy and the way it fights to hold you off and move over to block you
its pretty cool.
I'm sure since it launched they're compiling data from the times people are completing it, or how the players stack up against Sophy. The next timed event will have a little more fine tuned Sophys to make it more competitive, and whatever other learning Sophy has done about awareness and racing others on track.It will absolutely come back soon. They want feedback on it. You'll see it in GT7 as a permanent staple. I wouldn't be surprised to see another limited event with it as soon as this one expires.
This is probably something they'll learn, if more users are easily completing the Expert event. The only issue is that it doesn't seem to scale easily. Each one of these car/track combos are curated for Sophy to perform at it's peak. And without thousands of laps on those combinations they couldn't just implement Sophy on whichever the player chooses.IMHO there should ideally be another level added, maybe halfway between "Expert" and 1v1.
Other than that I'm impressed.
From what I've seen It looks like beta Sophy actually only has two AI difficulties, the first being when there's four AI opponents, and the second when it's just you vs Sophy.
Changing the car that Sophy pilots as the difficulty slider isn’t a good solution especially if they are considering one make races in the future.
Sophy is a lot of fun. Intense fun. I’m not the level driver a lot of you are, but I did gold all race 1 and through expert on race 2 (although I did have to resort to being dirty on last chicane on 4th attempt as it was about to pull off the same move 3-times in a row and beat me last second - but I turned into it and it pulled up)
What I was sort of hoping for was some sort of coaching feedback after the race. What I did well. Where I’m losing time, etc..
Also, on the 1v1’s (so far) why do I have to drive a stock car with CS tires? I NEVER use comfort tires, ever. So I don’t know how to drift effectively and you can’t use the same line and technique as the prior races with at least SM’s. Just let me use the setup from expert - I realize that if Sophy had the better car too it would smoke me 😂 but still! Maybe split the 1v1 into two?
And put a diamond level race for the real drivers. One where someone of my level has 98%+ chance of losing. But I’ve seen too many posts of people saying it’s way too easy and that shouldn’t be the case. We’ve all seen the vids of the professionals losing over and over and if someone wants that kind of punishment let them have it lol.
My thoughts exactly bro'.They could just as easily add weight or remove HP to slow it down if they don't have a way to dumb it down.
Personally I hope that it won't have to come to that. I have trust in Sony's AI researchers...They could just as easily add weight or remove HP to slow it down if they don't have a way to dumb it down.
Seems interesting.From the GT article. This is a test version and want players to send in feedback, they're looking to implement it for the whole game eventually.
“There are still some technical challenges to overcome to make it available through the whole [game],” Dr. Spranger explained. “Another big factor is a lot of work went into the design of this interaction. I think we all want to see how it goes and hear players’ feedback and learn from that experience, to design the best way to release it in the whole game.”
“It’s a big step,” Dr. Wurman added. “We want to make sure we get it right and get enough feedback to really understand how this might be enhancing the experiences of players.”
Player Feedback
The Sony AI team is eager to get feedback on Sophy, and they are actively encouraging players to help them develop the system further.
“I hope that people share what they like, they share their experiences, and that they also share the stuff they don’t like. We want to hear both of those things,” said Dr. Wurman. “[We hope] they actually share videos online so that we can really understand how people feel about it, the way it makes them race better, or worse, or helps them learn, and so on.”
But if you're trying to replicate the behaviour of a slower driver then you want the exact opposite of that. Any fool can mash the loud pedal in a straight line and go flat out, but it's in the corners where skill makes you faster. Presumably the point is to replicate the behaviour of human drivers, and that wouldn't.If nerfing their cars seems an unfair / sloppy way to do it, one idea might simply be to scale throttle inputs back by x%.
They'd still brake and corner at full tilt, but you'd be able to take 'em on the straights.
Seems interesting.
"Actively encouraging players to share feedback" though - and yet not actually explaining how to go about giving them that feedback - either in that article or actually in the game itself - good luck!
They could just as easily add weight or remove HP to slow it down if they don't have a way to dumb it down.
But damn, can't you see this is progress? Lighten up, the world of GT is better because Sophy is being developed. This constant negativity about things that some are daring to prototype. It's gonna have shortcoming...it's par for the course.But if you're trying to replicate the behaviour of a slower driver then you want the exact opposite of that. Any fool can mash the loud pedal in a straight line and go flat out, but it's in the corners where skill makes you faster. Presumably the point is to replicate the behaviour of human drivers, and that wouldn't.
Nerfing their cars is an unfair and sloppy way to do it, but at least they drive more or less like a high level human in sub-standard machinery.
Sorry, what?But damn, can't you see this is progress? Lighten up, the world of GT is better because Sophy is being developed. This constant negativity about things that some are daring to prototype. It's gonna have shortcoming...it's par for the course.
And nothing in what you quoted says anything about Sophy being a bad thing. I was replying to disagree with the idea of "improving" Sophy by limiting throttle input. I think that makes it a worse replica of a human driver, whereas as it is now it does fairly well at pretending to be a very fast human in whatever car it's in.This looks cool. There are obvious limitations, but I think this is about as good as could be reasonably expected from Sophy. It's certainly a lot more than I expected, and a lot sooner. Very interesting.
Oh, I see how it is. You're trawling the thread looking for anything that you can paint as negative so that you can try and gloat about your unwavering optimism and dedication to the brand. Gotcha.Naysayers...where are you guys? You must have some pent up pessimism to share? Have a laugh, it's ok when things develop to be better than what you had professed.
I've felt this too, in terms of they seem to be making the odd defensive move which I don't remember them doing before? i.e coming up to a sharp corner they'll pull to the inside to block the inside line... Might just be in my head though or more obvious being in VR.I know this is about SOPHY, but @Jordan and @Famine would gtplanet be able to ask if KaZ(in a future interview) improves the AI each update? I’ve been noticing since this current update, AI(can I still call them AI?), in my custom races, seem to be much more competitive and competent.
They seem to be genuinely racing me and I haven’t tried the SOPHY events yet.
I really don't understand people race the Tsukuba AI and then go online and say Sophy is not good. You clearly don't understand the parameters then.I felt a little underwhelmed with Sophy initially.
This was my first time back in GT7 for months and I don’t usually drive these cars so there was a bit of getting used to them - but I managed to beat Tsukuba on my first tries and 1v1 on my second.
I’m only a low B rated driver and often less than a second off the silver time trials so I expect a few will find it even easier.
The Lambo at Suzuka though I am struggling at Expert. I just cannot get the car to turn.
I streamed it all on twitch if you’d like to see it
This is the first glance of Sophy, its way to early to say they won't have ways to make Sophy slower other than ingame regulations.It's unfortunate that they only way they could come up with to handicap it was to put it in slower machinery than the player
I didn't say it was bad? It's brilliant. But I was underwhelmed. It wasn't what I was expecting. I guess from the update notes I expected more of a scale from the Easy, Intermediate and Expert other than they're all Michael Schumacher and I just have a better car. I was maybe hoping for Ralf and Mick.I really don't understand people race the Tsukuba AI and then go online and say Sophy is not good. You clearly don't understand the parameters then.
Race 1 vs 1 on Suzuka, let Sophy pass and then let us know if you think Sophy is easy. Because then you are truly racing against Sophy. On Tsukuba you get a superior car and get a headstart.
Sophy is a lot of fun. Intense fun. I’m not the level driver a lot of you are, but I did gold all race 1 and through expert on race 2 (although I did have to resort to being dirty on last chicane on 4th attempt as it was about to pull off the same move 3-times in a row and beat me last second - but I turned into it and it pulled up)
What I was sort of hoping for was some sort of coaching feedback after the race. What I did well. Where I’m losing time, etc..
Also, on the 1v1’s (so far) why do I have to drive a stock car with CS tires? I NEVER use comfort tires, ever. So I don’t know how to drift effectively and you can’t use the same line and technique as the prior races with at least SM’s. Just let me use the setup from expert - I realize that if Sophy had the better car too it would smoke me 😂 but still! Maybe split the 1v1 into two?
And put a diamond level race for the real drivers. One where someone of my level has 98%+ chance of losing. But I’ve seen too many posts of people saying it’s way too easy and that shouldn’t be the case. We’ve all seen the vids of the professionals losing over and over and if someone wants that kind of punishment let them have it lol.
Of course, but this is what we've got now and from what we know of how Sophy is designed it's not easy to slow it down.This is the first glance of Sophy, its way to early to say they won't have ways to make Sophy slower other than ingame regulations.
“There are still some technical challenges to overcome to make it available through the whole [game],” Dr. Spranger explained. “Another big factor is a lot of work went into the design of this interaction. I think we all want to see how it goes and hear players’ feedback and learn from that experience, to design the best way to release it in the whole game.”
It's not easy, but its not as hard as you make it. Right now Sophy makes 100% of the right decisions, so it generates the fastest output. PD needs to lower that so it makes more mistakes, the thing is the mistakes need to consistent and realistic. That is quite hard to do, but not impossible.Of course, but this is what we've got now and from what we know of how Sophy is designed it's not easy to slow it down.
It's something that was discussed almost immediately after Sophy was revealed - how do you make something that is trained this way slower while keeping the human-like behaviour and excellent racecraft? There are good reasons to think that it's actually quite a difficult problem as all these things are intimately intertwined, so it's not at all unreasonable to assume that they don't have other ways to slow Sophy down at the moment. One assumes that it's something that they're actively looking into.
It's not easy, but its not as hard as you make it. Right now Sophy makes 100% of the right decisions, so it generates the fastest output. PD needs to lower that so it makes more mistakes, the thing is the mistakes need to consistent and realistic. That is quite hard to do, but not impossible.
I see a lot of users seem to think Sophy is some sort of sentient AI (which cant be slowed down), which I think is quite a wrong impression. Right now I seem to think we can already pressure Sophy into making mistakes by following it really closeby.
Also, don't forget, they're now testing where Sophy is too fast and where it's too slow/unrealistic, so that to me makes it even more clear they are progressing into slowing Sophy down. But they need a lot of player data for that, which they don't have (they never used player data for Sophy).
Yes, because it takes penalties into account, so PD gave Sophy some sort of penalty if it hits opponents (or walls to prevent wallriding). This is deducted from the optimal times with optimal inputs, so for Sophy it's sometimes better to avoid you (and sometimes it's not).I've seen it make plenty of "mistakes" but almost always in an effort to be a clean driver. If you mess around in front Sophy she will do anything to not hit you if possible. When following her she will react to cover you and that can be exploited but that requires you to be faster than her in the previous corner which is no mean feat.