- 1,099
- Texas
- Whiskey345ci
I have to say that AI drives better than most of online players(if nothing has changed since my last online race)
You're not lying bro đź‘Ť
In fact, I feel the same way about Forza 1-2, PGR as well as GT5P.
I have to say that AI drives better than most of online players(if nothing has changed since my last online race)
Road Rash? lolDid a search but this did not fit in, I don't think. I remembered a motorcycle game that I played years ago, name not important, I can't remember anyway. The AI riders would leave you alone until you messed with them first. Then they would run you off the road or crash you.
one problem with GT5is that you can not adjust diffculty. In forza 3 i can have nice fights with AI when i put AI difficulty to hard.
one problem with GT5is that you can not adjust diffculty. In forza 3 i can have nice fights with AI when i put AI difficulty to hard.
You can in arcade mode. You probably already knew that though.
I think what torton is saying is that he would like the opportunity to race against better skilled drivers in AI with any car of any tuning he chooses which doesn't seem like it should be so hard as that's basically what happens on the PSP.
I agree it kind of sucks that you can't test your mettle with the machine you just spent hours tuning to perfection because the AI is stuck at one level and the only option to get competition with that car is to tune it back down again... and while online is an option, as pointed out above, online is not exactly full of skilled an respectable drivers...
Yeah but (i know this sounds silly) wouldn't that increase the amount of rubber banding in Gran turismo? i mean thats how most developers make their AI harder to beat...
Yeah I think we would want it done without rubberbanding. For instance maybe the AI has some kind of randomizer set so that at each braking point it decides how close to the ideal braking point it hits it's brakes.
For weak AI let it randomly choose a point 50ft too early to 50ft too late... sometimes it will still nail it, but often it will pick a poor braking point causing it to go in too slow or go wide.
As you ramp up the AI, reduce the range which the braking spot can be in, so on hard difficulty it will hit it's brakes within 5 feet of the ideal spot.
This means on the hard difficultly you will have to draft like mad and really hit your corners to overtake just like in real driving.
Similar random things could be built in to all facets (ie how close to the apex it starts accelerating, how well it corrects for bumpy roads etc) to make it act more dynamic and simply tighten down the range that it can miss it's mark on any one of them as the difficulty cranks up.
No need for rubberbanding, on hard difficulty the AI is literally driving about the best possible race it can, and on weak easy it's driving a really sloppy race. Then match it's cars performance to your cars performance whwatever that may be... end result, equal machines and it comes down to the driver.