was fighting 8.3 antivenom boss. the combo hit speed was faster than my dexing. like i kept swiping back but even then the combo hits me. Also against antivenom and warlock, it feels like if they want to him me more than 5 times but cannot due to the 5 hit limitation, so they just dash back and dash forward within the time my attacker recovers frm the combo and continue hitting. it legit feels like warlock is made up of rubber or something.
This has been going on for a while, Kabam doesn't care about this. I've complained about these attacks stretch across the screen, you end up getting clipped even you if start the dex earlier than expected. They expect to chew the unit. You're left figuring it out. It's a waste of time for them to bother with this.
So just chill as FTP I suppose, spend time and money to do other stuffs
Right back at ya, the same to you
So we can see here Dave is pretty straight forward about the process of fixing this bug. That’s why I like him and Pinwheel way more than Jax especially Miike before, who just tried to shut down our mouth and never give an appropriate communication. However, it is clear that the bad news here is this is either a very complicated bug that is probably impossible to fix, or something intentional which Dave is not allow to share anyway. So, just be happy with the current state of the game, accept it and enjoy in your own pace
I agree with how’s dork doing things. My response is to your comment how we should be taking a break from the game which u can do yourself as well.
I already step back for a while since I realized they can’t or don’t want to fix it. They own the game and we own our decision is this worth to pursue the game with the current situation like this. What we need and deserve here is a CLEAR AND TRANSPARENT answer, which we got here from Dork, I just hate the way before when Miike and Jax couldn’t control and give any comments they just closed the thread lol! Very bad customer service
I just got wiped four times in a row on a Ebb&Flow: Intercept in a war because the opponent made a dash light attack every single time. When a player gets knocked down it's game over because AI will strike perfectly in the frame before we gain the control of character back and just chain ad infinitum yet we have less and less time to follow any opening since it just ignores the animation backswing, to the point of sometimes going straight from model laying on the ground to a special attack. It overrides player's special attacks with its own. It's quickly moving from silly and annoying to borderline unplayable as it's not doing things faster than player can react to anymore, it's doing things player's character is straight physically unable to.
90% of issues would be solved by adding a 0,1s input delay to certain situations. But hey, take your time analyzing the problem, we can wait another five years.
I just got wiped four times in a row on a Ebb&Flow: Intercept in a war because the opponent made a dash light attack every single time. When a player gets knocked down it's game over because AI will strike perfectly in the frame before we gain the control of character back and just chain ad infinitum yet we have less and less time to follow any opening since it just ignores the animation backswing, to the point of sometimes going straight from model laying on the ground to a special attack. It overrides player's special attacks with its own. It's quickly moving from silly and annoying to borderline unplayable as it's not doing things faster than player can react to anymore, it's doing things player's character is straight physically unable to.
90% of issues would be solved by adding a 0,1s input delay to certain situations. But hey, take your time analyzing the problem, we can wait another five years.
Looks like the AI frustration is getting worse and becoming out of control for some players. Let’s see whether Kabam just silently walkthrough this issue just like in the past, by keeping release more appealing deal and content
Hey all! I know these updates aren't coming in as quickly as we'd like, but the team is actively working on it and it is a priority. With that, I'd like to give you an official update on how we're doing. Also want to let you know that this same page will be the home of future updates as we move things forward.
Hey all! I know these updates aren't coming in as quickly as we'd like, but the team is actively working on it and it is a priority. With that, I'd like to give you an official update on how we're doing. Also want to let you know that this same page will be the home of future updates as we move things forward.
Hey all! I know these updates aren't coming in as quickly as we'd like, but the team is actively working on it and it is a priority. With that, I'd like to give you an official update on how we're doing. Also want to let you know that this same page will be the home of future updates as we move things forward.
AI got upgraded again with 47.0. Now reliably special intercepting. Two examples.
1. Maestro while he was in his superior mode. I dashed in at him and he threw the special rooting me right in front of him. The special was thrown after my dash in. 2. Next fight Sassy does the exact same thing.
Both of these specials activated after the start of my dash. Of course, this is all clearly a bug. Just software, developing itself...
AI got upgraded again with 47.0. Now reliably special intercepting. Two examples.
1. Maestro while he was in his superior mode. I dashed in at him and he threw the special rooting me right in front of him. The special was thrown after my dash in. 2. Next fight Sassy does the exact same thing.
Both of these specials activated after the start of my dash. Of course, this is all clearly a bug. Just software, developing itself...
I think the bullet time side step stuff bothers me more… but I’m actually holding my judgement on this topic until the 60 fps update as I want to see if and how that impacts any of my infighting pain points
And relic parrying… that alone makes me completely agnostic about them ever coming back
AI got upgraded again with 47.0. Now reliably special intercepting. Two examples.
1. Maestro while he was in his superior mode. I dashed in at him and he threw the special rooting me right in front of him. The special was thrown after my dash in. 2. Next fight Sassy does the exact same thing.
Both of these specials activated after the start of my dash. Of course, this is all clearly a bug. Just software, developing itself...
I think the bullet time side step stuff bothers me more… but I’m actually holding my judgement on this topic until the 60 fps update as I want to see if and how that impacts any of my infighting pain points
And relic parrying… that alone makes me completely agnostic about them ever coming back
Ah yeah, Enchantress managers to do that into a full 5 hit combo. In fact the AI is quite away of how many hits it can do now. It's much better at a light intercept into a full combo.
The idea that this is just an unintended consequence of some bug can't be acceptable to anyone with an IQ above room temperature.
I don't know if this is a side effect of the Update but I'm having extremely long fights now because of passive AI. I literally had a 4 minute fight in ARENAS against a mr sinister because he wouldn't throw his specials
I have been playing for years and I have never seen the AI do like that, he can make parades, to avoid relics, to recover faster than Flash after a SP or to stay in care and wait to to have are SP3. I have never been so frustrated as now. It disgusts me so much that I no longer do AW or arena. It's pitiful.
Hey all! I know these updates aren't coming in as quickly as we'd like, but the team is actively working on it and it is a priority. With that, I'd like to give you an official update on how we're doing. Also want to let you know that this same page will be the home of future updates as we move things forward.
After this update, the AI seems to be more passive and intercepting my dashes with specials most of the time! It'll dash back and just stand right there, blocking for this one frame so that it can remain standing and not start walking, waiting for my dash input. And when you dash, it throws special right on your face
Sometimes, the attacker will stop in the middle of auto dash forward. When this happens, the block input is not recognised by the game and defender will punch in the face. Also, many times input is not recognised by the game while doing light attack whiff.
Sadly while they fixed the reparry issue it seems like the AIs bullet time and scenario awareness features are dialed up to 11.
I tried to Valkyrie the Jess Jones in the Showcase and I’ve never been better at intercepting… but not really it’s a hazard shift node and I’ve never experienced AI like this before. Jess would hold block bait me into dashing forward to hit her block and then 1 of 2 things would happen (1) she’d stop the block at the point of contact blocking the hit with her face…which of course caused a HS debuff on me or (2) she’s side step and punish me better than any player ever could.
Then in the Crit Meta for BGs… we might as well call it the TMNT meta now because it’s all turtles in there. There are fights where it’s costing me 30 seconds just to get the AI to stop stuttering block.
Hey all! I know these updates aren't coming in as quickly as we'd like, but the team is actively working on it and it is a priority. With that, I'd like to give you an official update on how we're doing. Also want to let you know that this same page will be the home of future updates as we move things forward.
Probably not adding anything to what’s already been said in this thread, but the combo of passive AI holding specials with the Crit Me BG meta is 100% no bueno. It feels intentional even if it technically isn’t when you burn 30-45 seconds trying to bait a single special.
If this type AI behavior keeps up, I’d suggest asking the Stark Foundation to front even more points for Jack’s Realm event. No way I’m burning Marks for this kind of BS.
Dr. Zola
Edit: Didn’t realize @BigBlueOx beat me to the punch one post above.
Edit 2: Intercepts need to count as intercepts. If it’s happened once to me, it has happened a few dozen times that I’ve intercepted, dropped a special only to see that the game failed to recognize the intercept a award me the crit passive. The result? Lost special, no damage, and lost fight time.
Hey all! I know these updates aren't coming in as quickly as we'd like, but the team is actively working on it and it is a priority. With that, I'd like to give you an official update on how we're doing. Also want to let you know that this same page will be the home of future updates as we move things forward.
Probably not adding anything to what’s already been said in this thread, but the combo of passive AI holding specials with the Crit Me BG meta is 100% no bueno. It feels intentional even if it technically isn’t when you burn 30-45 seconds trying to bait a single special.
If this type AI behavior keeps up, I’d suggest asking the Stark Foundation to front even more points for Jack’s Realm event. No way I’m burning Marks for this kind of BS.
Dr. Zola
Edit: Didn’t realize @BigBlueOx beat me to the punch one post above.
Going to chime in on the bolded part. I don't think we have any evidence to suggest it isn't intentional. The AI doesn't just dial itself up.
One clear example is what Dave used to call the action distance (I forgot the actual name since it's been years). The AI is much more likely to auto walk right up to your light range. To suggest this hasn't been actually changed would make no sense.
Hey all! I know these updates aren't coming in as quickly as we'd like, but the team is actively working on it and it is a priority. With that, I'd like to give you an official update on how we're doing. Also want to let you know that this same page will be the home of future updates as we move things forward.
Probably not adding anything to what’s already been said in this thread, but the combo of passive AI holding specials with the Crit Me BG meta is 100% no bueno. It feels intentional even if it technically isn’t when you burn 30-45 seconds trying to bait a single special.
If this type AI behavior keeps up, I’d suggest asking the Stark Foundation to front even more points for Jack’s Realm event. No way I’m burning Marks for this kind of BS.
Dr. Zola
Edit: Didn’t realize @BigBlueOx beat me to the punch one post above.
Going to chime in on the bolded part. I don't think we have any evidence to suggest it isn't intentional. The AI doesn't just dial itself up.
One clear example is what Dave used to call the action distance (I forgot the actual name since it's been years). The AI is much more likely to auto walk right up to your light range. To suggest this hasn't been actually changed would make no sense.
I’m not saying you’re wrong, but I’m more inclined to ascribe the weirdness in AI to a kind of competence deficit instead of intentionality.
The sheer number of hands typing line after line of code over a decade on what was once a simple “dash in, dash back” game seems more likely an explanation for the wonky AI behavior (and the inability to meaningfully repair it).
Comments
90% of issues would be solved by adding a 0,1s input delay to certain situations. But hey, take your time analyzing the problem, we can wait another five years.
Looks like the AI frustration is getting worse and becoming out of control for some players. Let’s see whether Kabam just silently walkthrough this issue just like in the past, by keeping release more appealing deal and content
And yet
“We’re working on it guys” is the same sentiment month after month
So what exactly ARE you working on? Cause it doesn't seem like you guys care enough to handle it in a timely fashion
https://forums.playcontestofchampions.com/en/discussion/378216/ai-updates-47-0-10-07-2024
See you all soon!
1. Maestro while he was in his superior mode. I dashed in at him and he threw the special rooting me right in front of him. The special was thrown after my dash in.
2. Next fight Sassy does the exact same thing.
Both of these specials activated after the start of my dash. Of course, this is all clearly a bug. Just software, developing itself...
And relic parrying… that alone makes me completely agnostic about them ever coming back
The idea that this is just an unintended consequence of some bug can't be acceptable to anyone with an IQ above room temperature.
When this happens, the block input is not recognised by the game and defender will punch in the face.
Also, many times input is not recognised by the game while doing light attack whiff.
It can evade relics, it can backdraft intercept, it can throw insta specials after being hit
I tried to Valkyrie the Jess Jones in the Showcase and I’ve never been better at intercepting… but not really it’s a hazard shift node and I’ve never experienced AI like this before. Jess would hold block bait me into dashing forward to hit her block and then 1 of 2 things would happen (1) she’d stop the block at the point of contact blocking the hit with her face…which of course caused a HS debuff on me or (2) she’s side step and punish me better than any player ever could.
Then in the Crit Meta for BGs… we might as well call it the TMNT meta now because it’s all turtles in there. There are fights where it’s costing me 30 seconds just to get the AI to stop stuttering block.
If this type AI behavior keeps up, I’d suggest asking the Stark Foundation to front even more points for Jack’s Realm event. No way I’m burning Marks for this kind of BS.
Dr. Zola
Edit: Didn’t realize @BigBlueOx beat me to the punch one post above.
Edit 2: Intercepts need to count as intercepts. If it’s happened once to me, it has happened a few dozen times that I’ve intercepted, dropped a special only to see that the game failed to recognize the intercept a award me the crit passive. The result? Lost special, no damage, and lost fight time.
One clear example is what Dave used to call the action distance (I forgot the actual name since it's been years). The AI is much more likely to auto walk right up to your light range. To suggest this hasn't been actually changed would make no sense.
The sheer number of hands typing line after line of code over a decade on what was once a simple “dash in, dash back” game seems more likely an explanation for the wonky AI behavior (and the inability to meaningfully repair it).
Dr. Zola