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How do you want it to be the difficulty of opponents in F1 2016?

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I want to know the opinions of all the players, and expose my below. Thanks, and I hope this thread gets to someone responsible for the development of the game from Codemasters team.

Of course, there are the basic difficulties for beginners and average players, need not be discussed. I refer to the most extreme difficulties, like "HARD", "EXPERT" and "LEGEND".

For me, Codemasters should use the following criteria:

HARD = Opponents in professional way, drive like in real life, with all the randomness (good days, bad days, inspired days, unlucky days). No more, no less. This level will try to express the sincerest possible reality, of each driver within your team.

EXPERT = All opponents run professionally as in real life, but no one is with random luck and the condition (as bad, average and good) but only with average and good condition. Some pilots are days of glory (good condition) and other on race day, and grit (average) at least with slight differences in skills. Forcing you to be in that spirit also, if you want to win.

LEGEND = All pilots must drive like a champion, this level should broke any difference that there is a driver to another. Will all pilots with perfect handling, as a racing legend, and everyone in your day inspired. To win, you'll need to play the maximum at this level.

NOTE: No level should, in any case, change the "skills" of the cars, does not make sense a car Sauber run more than one Mercedes. The differences should be only by pilots. If you choose the Mercedes to throw a race, and places at the "LEGEND", starts from the last position, of course, driving even reasonably well, you will overtake a car from Honda (which is much slower), for example. Pilot independent be fine, the car also influences, then, is not to invent, and overcome the limitations of cars. Each car with its features. Another example, a Ferrari is much faster and balanced in general, than a car's Manor, therefore, even at the level "LEGEND" you will exceed the pilot with that car Manor, in a straight, for sure.

Should be considered caracterísitcas of each driver too, as pilot "smooth", "aggressive", "patient", among others.

From level "HARD" to "LEGEND", the player must be at the mercy of extreme involving race, as the car you have chosen (A limited car, impossible to win, as in real life), flaws, luck, mistakes and successes of others.

The car's difficulties, will be worth exactly the same for the player and for opponents.

Of the medium to below (medium, easy and very easy), it would be able to win in any car. (Arcade Mode)

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I'm not the fastest driver out there. I usually race on expert and think it's pretty good. All I really want is for the AI to be more random and make more mistakes.  Some people might not agree with me but I kind of wish the AI was more like Project Cars.  By this I mean the ability to force the AI into making mistakes.  If you push hard on an AI driver they should run wide or brake too late or early. 

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i want the AI that are at the very least a second quicker than the Legend AI, probably in the range of 1.5-2 seconds a lap quicker around most tracks, and have some balls with regards to overtaking and defending positions so that the top end league racers have something to compete against. Right now when the AI try to make an overtake they don't squeeze you out the same way a real driver would, instead they sit on the apex and the player just drives around the outside carrying more speed with better traction. A perfect example on this game compared to real life would be Bahrain T1

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Good suggestions, friends. IA could be more random. And treat any player as any opponent. Need to know dodge embarrassing situations such as small beats (graze) that can make the car spin and pounding. Sometimes a car turns on the track and closes the passage. All opponents (Cpu) get the car stopped, by turning the handwheel desperately. To one side and the other. And no one can leave alone the situation giving reverse, being that there is space.

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They should change to a slider system (1 to 100) so 1 is the lowest, and 100 be the highest. Now a days, I play on legend AI and I'm too fast for the AI, the top difficulty should be at least 1 second quicker than what we have now. Also, the slider system would work better for the more casual gamer, I remember when I was exactly that, and I was stuck in between difficulties, 1 too slow, and the next one up was too fast. This will allow everyone to be able to find the perfect difficulty for them and make the game much more enjoyable. As for the AI behavior, they need to be more realistic and aggressive, they need bigger balls pretty much. They need to go for more moves, and not back out of everything, they should try dive bombs, especially in the dying laps (Maybe not as extreme as Kimi in Russia xD), they should also try and defend. Also, they need to be characterized to match real life, for example, Max Verstappen should be very very aggressive and great under brakes. Jenson Button should be very smooth and very quick in the wet, especially drying conditions etc etc. And also, they should make mistakes like in real life, I don't really see the AI making any mistakes as it is now.

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A slider with more options has been discussed internally but it was decided that often it becomes a game in itself to try to find an appropriate level, Project Cars 1% increments were especially noted as giving the player too much choice.

Making the AI more aggressive when it comes to overtaking is something we're working on but it's difficult to get it right. I do personally agree that we do err too much on the side of caution and that if we ended up with AI at higher levels causing accidents trying a move that would add some realism and excitement. It will also result in a bunch of negative feedback about the AI taking players out but you can't have it both ways.

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I had a monuemental battle with Hamilton at Canada for the first 15 laps we were no more than second apart and it was so thrilling and intense I was really surprised when I looked at the lap counter and saw 15 laps had been completed. Unfortunately it then started raining and I lose my front wing just after leaving the pits. Legend AI are great for wheel to wheel racing

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KR3 said:
I had a monuemental battle with Hamilton at Canada for the first 15 laps we were no more than second apart and it was so thrilling and intense I was really surprised when I looked at the lap counter and saw 15 laps had been completed. Unfortunately it then started raining and I lose my front wing just after leaving the pits. Legend AI are great for wheel to wheel racing
You can defiantly have good races with the AI, but they only ever go for the moves done the straight with the aid of DRS, I would love to see them go for more moves, at other corners around the track.

As for the slider, maybe 1-10 would be good, or 1-20. I understand what your saying about players having to much choice.  

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This is a good thread :-)  I agree with some that legend should be made harder and make it so the drivers are more random, I also find the AI are like they're on rails unless its a DRS straight where they overtake. 

It would be nice to see the AI have more intelligence, be able to read situations, move offline to make overtakes harder, not pit with 1 lap of the race left, make mistakes, push their tyres, take risks etc...  

As lozzy has said its a hard thing to get right but maybe introduce some variables, maybe not to the degree of Pcars but adding some more options will provide more choice for players and ultimately create more longevity in the single player mode.  I do find Pcars has so much choice and variables it appears quite complex and you never feel settled with the settings you have where as F1 has a limited amount of choice, perhaps finding some middle ground is something to explore.

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Lozzy said:

Making the AI more aggressive when it comes to overtaking is something we're working on but it's difficult to get it right. I do personally agree that we do err too much on the side of caution and that if we ended up with AI at higher levels causing accidents trying a move that would add some realism and excitement. It will also result in a bunch of negative feedback about the AI taking players out but you can't have it both ways.
Would it be possible to change the line where AI realizes they should or should not avoid collision with the human driver as human is trying to make an overtake? In F1 2015 it feels that AI "runs away" if you have your front wing at the same level as AI's rear tyre and that makes overtaking way too easy. I would hope that AI just continued with their current racing line if the human driver isn't closer. I think that in real life driver have to give room to other driver if the other car isn't more than a half car length behind (like in picture 1 below. Räikkönen-Bottas-accidents are in fact great examples. Kimi had a penalty for the Russia-collision but Valtteri didn't get any warnings in Mexico because in Russia Kimi came way behind Valtteri as in Mexico Valtteri was less than a half car length away).

I think this change itself would make offline racing much more harder. 

And I am definitely on board with more aggressive AI when they are trying to overtake. As like mechanical problems (which I hope you add in F1 2016 for players too!), they may feel annoying but it counts for one part of the sport. And as you are probably targeting for a realistic copy of the real sport, these things should hopefully be included. :D 

Picture 1, Kimi should have left a room for Valtteri: https://www.google.fi/imgres?imgurl=http://video.skysports.com/9xcjNreDqaT_JnowVoSwcsBo2AaEFSAz/QCdjB5HwFOTaWQ8X4xMDoxOjBzMTt2bJ&imgrefurl=http://www.skysports.com/f1/news/24187/10052555/watch-kimi-raikkonen-and-valtteri-bottas-collide-again&h=1080&w=1920&tbnid=3eTjG3fg9Eq8VM:&docid=HxaI4aJTtW-ByM&ei=Gt6xVuiMGcKYsgGQhbqgBQ&tbm=isch&ved=0ahUKEwjogZrauNvKAhVCjCwKHZCCDlQQMwgcKAAwAA

Picture 2, Valtteri made the right call. He doesn't have to give room to Kimi: https://www.google.fi/imgres?imgurl=https://www.formula1.com/content/fom-website/en/latest/headlines/2015/10/raikkonen-and-bottas-summoned-to-stewards-after-last-lap-clash/_jcr_content/image16x9.img.1024.medium.jpg&imgrefurl=https://www.formula1.com/content/fom-website/en/latest/headlines/2015/10/raikkonen-and-bottas-summoned-to-stewards-after-last-lap-clash.html&h=576&w=1024&tbnid=376zg_CBgGsd1M:&docid=unmTwAuzP84cxM&ei=Gt6xVuiMGcKYsgGQhbqgBQ&tbm=isch&ved=0ahUKEwjogZrauNvKAhVCjCwKHZCCDlQQMwgkKAgwCA

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If 1 to 100 is giving us too much choice, equally isn't easy medium hard expert legend not enough choice. You say it becomes a game in itself but it's the game on f1 if you are too fast for legend, or between the lower levels as you have to try a few different teams out to find one that will allow you to race for podiums or whatever outcome you're looking for. There should also be a way to update the various AI levels with future patches, so if the top leader board times are 3s quicker than legend AI, you can close that gap to make it more involving for the gamer.

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I have no real problems with the AI, though I would put a step between Expert and Legend, as I often find myself right between the two, consistently a few tenths a lap off the pace of my team mate in Legend, and consistently a second or so a lap quicker in Expert.

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@Lozzy I posted this here http://forums.codemasters.com/discussion/comment/157621/#Comment_157621 , but you probably didn't see it.

You sort of shut down my post in that other thread by saying this here:
Lozzy said:
A slider with more options has been discussed internally but it was decided that often it becomes a game in itself to try to find an appropriate level, Project Cars 1% increments were especially noted as giving the player too much choice.
But I talk about how the difference between difficulties in this game is on average about 2.3 seconds per tier. In my opinion, that's not enough choice. People that are decent drivers will be able to put in consistent lap times and will easily notice that they are not able to drive at the correct pace relative to their teammate and/or relative to their car's expected potential within the field unless they are lucky and fall within the minority that landed within that sweet spot.

Have you guys thought about having tighter tier differences as the difficulty gets higher? I assume the "too much choice" issue diminishes the better the player is.
15, 30, 45, 60, 70, 80, 85, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100

It looks weird, although it probably looks less weird in a game where only one number would be visible at a time. It would really help the immersion if I could pick to within 3 or 5 tenths where I want to be relative to my teammate as opposed to the current average of ~2.3 seconds.

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The easy fix....add more damage! Engine wear, transmission wear, suspension damage always riding the kerbs, etc... This will force the player to baby the car and not race flat out for 56 laps....the lap times in the game should be true to life on expert or legend. 

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Lozzy said:
A slider with more options has been discussed internally but it was decided that often it becomes a game in itself to try to find an appropriate level, Project Cars 1% increments were especially noted as giving the player too much choice.

Making the AI more aggressive when it comes to overtaking is something we're working on but it's difficult to get it right. I do personally agree that we do err too much on the side of caution and that if we ended up with AI at higher levels causing accidents trying a move that would add some realism and excitement. It will also result in a bunch of negative feedback about the AI taking players out but you can't have it both ways.

If we add more damage and better contact model the AI might be more enjoyable for players instead of getting tapped in the back and sent into a spin. The same applies with the multiplayer at the same time :)

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Codemasters must enter the intelligence, ability to AI, realize that there is possibility of overtaking when the cars are lined up (after the start, for example), changing the default path. It's simple. Even now in F1 2015 game, opponents do not try an adventure, a risk bigger, bolder bet, and gives the possibility of the player put the car on the side of the line, and overcome many cars at once, because they do not need brake to avoid hitting just stop just down the curve, and shove the car back into the queue. This line hole should end up in F1 2016 game.

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The AI needs to block the inside line more when defending from another car like they did on F1 2012. Perhaps even they can give less or more space dependent on the driver, e.g. Hamilton is likely to give less space than Rosberg for an overtaking driver. I think the AI didn't do a bad job attacking last year at certain points of the track (DRS zones) but defending was non-existent. They stay on the racing line far too much to the point where they would get into trains behind broken cars.

Also, I like the idea of fluctuating performance from race to race for drivers, but I hope it isn't too extreme if we go down that route as the top F1 drivers these days are very consistent from race to race.

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