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SvR 11 Legend = Dynamic Difficulty?

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  • SvR 11 Legend = Dynamic Difficulty?

    The level of difficulty in SvR 11 is NOT constant, despite the use of sliders and setting on Legend difficulty. Normally, a match will be moderately challenging, with counters galore, but still plenty of moves get through on both me and the AI.

    However, during certain matches, the AI difficulty/cheapness is turned up to 11, and it becomes a hair-raising, aggravating affair to deal the loss to the AI, which simply REFUSES to lose, all of a sudden. I could land half a dozen finishers, and the AI will still kick out at 2. They enter Resilent mode. I land about a dozen more finishers (plus about a couple dozen other big moves). The AI will STILL kick out at 2, and will STILL refuse to tap out...breaking out of submissions after FIVE seconds...because they're STILL in Resilient mode!

    My character's Resilient mode won't ever last even half as long as it often does for the AI! This is also true with superstars with a LOWER durability rating, and sometimes even a lower OVERALL rating than my CAW/whatever character I am using.

    Characters with a lower Technical rating than you will turn into counter-spamming cheapskates.

    Characters with a lower Speed rating will be able to execute instantaneous grapples on you, to try to cut down on your countering their moves.

    Characters with a lower Grapple/Strikes rating (or both) will be able to land suddenly mega-damaging strong strikes and bleed-potential or "red" grapples (sometimes it only takes them about four or five of them to bust you open--it takes you at least 20 to do the same to them).

    Characters with a lower Charisma will be able to somehow still get finishers faster than you, while executing fewer moves/taunts.

    Characters with a lower Durability than you will still be able to outlast you (take less damage). This is still true if you put a Durability-100 character up against someone with a Durability of only 80...or even less.

    Even if everyone has the exact same Submission rating, the AI will be able to hold submissions for longer than you can on them. This is still true if you rotate the analog nub as fast as humanly possible (which might actually put a strain on the poor thing).

    Resilience on an AI wrestler means that once they enter Resilience mode, they pretty much STAY in that mode for the remainder of the match.

    AI wrestlers will be able to Kip-up much earlier than you will.

    AI wrestlers can execute leverage pins when you attempt a CHAIN GRAPPLE on them--while you need to have them be groggy or attempt a running strike/grapple on you.

    Do NOT attempt to reverse an AI wrestler's leverage pin--they WILL reverse it back, if they are able. You CANNOT out-counter the AI at this--they will simply counter it back, back and forth, back and forth, nearly ad-infinitum. I've tested this, and actually got the AI to perform FIFTEEN leverage-pin transitions, before they finally KICKED OUT at 2!
    I've never seen such blatant disregard for "fair play" by even cheap AI in other wrestling games. If the AI "doesn't want" to be pinned, there is NOTHING you can do to make them take the 3, apart from a forced-3 count code (the exact opposite of the "can't be pinned" code posted by Demon God on Code-X.ws).

    I've even lost matches due to being worn down by the AI simply spamming counters the whole match. I landed two or three finishers on them. They landed NONE. They still pinned me. Is it just me, or does something just not "ring right" with that?
    Tempus fugit, ergo, carpe diem.

    Time flies, therefore, seize the day.

  • #2
    http://gamehacking.org/vb/threads/92...4941#post74941
    The Hackmaster

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    • #3
      I broke down and resurrected my Mewtwo CAW, this time with possibly the best-looking appearance possible considering the CAW engine's limitations. I also retrofitted him with his "traditional" finishers the Mewtron Bomb and the Psystrike (the latter is his actual level-100 move in the Pokemon games). His Mewtron Bomb is a suplex into Downburst move (looks really painful--the opponent doesn't even sell the move--they just lie there after taking it). His Psystrike is a high-angle Cliffhanger drop (the opponent no-sells this one, too--just lies there after taking it).

      Mewtwo's height and weight are true to the Pokemon series (6'7", 269 pounds), and his attributes are based on a percentage of the maximum attribute points you can give a character (680 out of 700 = 97 percent, so I gave him 97 percent of the game's maximum allowable attributes for a heavyweight).

      When coupled with a battery of abilities (he is the only character in-game with SIX abilities, whereas you can normally only assign five), plus turbo recovery and reversal buttons (in addition to remapped buttons), Mewtwo is STILL undefeated, and currently holds the Intercontinental, WWE and Unified Tag Titles (the latter alongside Stone Cold Steve Austin).

      He has NEVER been pinned, has never tapped out, and has never lost via DQ (the AI has managed to DQ itself twice). He has never been KOed, and has only been taken to the "Kip-up point" a handful of times, and has only had to use his Durability ability in a SINGLE match (the Iron Man "Chamber of Horrors" match he had against Edge just prior to TLC). Also, he has never been made to bleed (in most matches, his opponent is left lying prone, wearing the "crimson mask" and the "Irish chest wig").

      In short, Mewtwo is the NEW "Wrestling god". I gave him the Boogeyman's classic entrance combo, which goes very well with William Regal's theme.

      Mewtwo has been carefully engineered from head to toe to be the single most dangerous and vicious character ever to set foot inside a WWE ring.

      *In Jigsaw Puppet's voice* Oh yes....there will be blood. Yours...ALL of it. *Cue Jigsaw Puppet laugh loop*

      I just decided, "to heck with 'realistic' stats based on Pokemon", and maxed out all of Mewtwo's attributes at the game's highest accepted value of "FE" or 254 (shows up as 255 in-game, due to a 1-point offset).

      It appears that maxing out a CAW's attributes this way does NOT freeze the game in any playable match scenario. As long as I avoid 6-man tag matches (as I said above, they're pretty rare), Mewtwo shouldn't freeze the game.
      Last edited by xirtamehtsitahw; 01-07-2014, 11:28:32 PM. Reason: Final Mewtwo Update
      Tempus fugit, ergo, carpe diem.

      Time flies, therefore, seize the day.

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      • #4
        I do like wrestling games. drgonzo7 hacked over 400 N64 GameShark codes for No Mercy for The Hacking 101 Collective.
        The Hackmaster

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        • #5
          I think I've seen some of them--ones which allow you to give your CAW the appearance of a "real" superstar (swapping body parts with those of actual in-game superstars). One code allowed for the creation of Rob Van Dam, of all people--his jumpsuit was spot-on! That is an absolutely amazing accomplishment for such a primitive (by today's standards) game. Others included a 3-tier Hell in a Cell cage, Punjabi Prison Match code (!), and hidden-weapons code (such as the infamous dartboard, wine goblet, and the cream of the crop--BAG OF THUMBTACKS!). Drgonzo7 was one of the early hacking pioneers who paved the way for us current hackers. Is he still hacking codes for any system, anymore?
          Tempus fugit, ergo, carpe diem.

          Time flies, therefore, seize the day.

          Comment


          • #6
            I think that he is retired. I haven't talked to him in 2-3 years.
            The Hackmaster

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