Hey everyone.
First off, thanks a ton for all of the candid feedback on this topic, I know it's been pretty contentious!
I just wanted to quickly post in order to give a very high level overview of what changes were made and what we're planning on doing in our next update:
WHY DID THE AI CHANGE?
- EXPLOITS - As we were approaching Hard Launch, we encountered numerous critical exploits in the AI that - if discovered - could allow you to undermine the AI's effectiveness with relatively little skill. With more people playing the game and strategies circulating, we were concerned that those exploits would be discovered and shared, and would ultimately compromise much of what we had built content-wise.
- UNDERPERFORMING HIGH LEVEL AI - Our AI at the highest levels - while still tricky - was not providing the kind of challenge that we were hoping for our top tier players.
WHAT CHANGED?
Although there were a host of small tweaks along the way, the most notable changes (as it pertains to this discussion) were that we had the AI favor Blocking more over Back Dashing, and made it more aware of punishable windows so that it could capitalize on vulnerabilities more effectively. We also made some of the punishable windows (ex: a blocked 3rd Tap Attack) more consistent across the board.
While this change was very effective at resolving the two main points above - it had the unintended side effect of making our lower level AI more challenging to new players and more frustrating to engage with across the board (as many of you have noted).
WHAT CHANGES WILL BE MADE IN OUR NEXT UPDATE?
The changes below will have an impact across all AI levels, but they are particularly focused on improving the "feel" of our lower level AI that you will encounter in most of Story Mode BASIC (after Fishbone to Pick) and in the first few Prize Fight fights (before you build a streak).
- DECREASING TURTLING FREQUENCY - Lower level AI will engage in less turtling/blocking in general
- DECREASING THROW BREAK FREQUENCY - Lower level AI will be less inclined to Throw Break (but will still throw break more frequently if throws are being exploited)
- REDUCED RATE OF PUNISHING - When presented with an opportunity to "punish", the lower level AI will be less likely to automatically counter attack
- REDUCED RATE OF FULL COMBO USAGE - When the AI DOES counter, it will be less likely to do a full Light Combo > Launcher > Juggle and instead be more inclined to favor Light Combos or other lower damage finishers.
By tweaking these elements, we're hoping to create an AI that is closer to the difficulty level pre-Hard Launch, while still exhibiting more intelligent behavior across the board.
BONUS - IMPROVED SM + BB USAGE
Independent of those tweaks, we're also going to be improving the AI's usage of Special Moves and Blockbusters. In many cases, this is simply making them less likely to make very bad decisions (ex: using a Throw-based move at long range), but it also means that they will use more tactical moves properly (ex: using Burst to interrupt player combos) to help "demonstrate" their functionality. This will mostly impact higher level AI, but it’s something to keep an eye out for as well!
We'll share full build notes once that update is prepared, and we'll of course be eager for your thoughts after that next update goes live.
Hope this helps to clarify things a bit - thanks once again for all of your feedback!