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Starting grid and opponents. - GRIP Video Game Forum

Starting grid and opponents.

Here you give us specific suggestions on how you think the private release can be improved.

This isn't for bug reports, this is for features (example: wrong way indicator)
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Sigrid
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Starting grid and opponents.

Postby Sigrid » Thu Dec 03, 2015 8:45 am

Hey guys!

I think everyone will agree about this: the starting grid should be a bit more large, so we don't get stuck in the back of the others at the beginning of each race. I bet their acceleration problem at the beginning of the race has something to do with the friction problem which is already known by the Devs, so they'll probably run ahead of us in a near future, but even if they start quickly i feel there should be a little more space between the cars before the race starts.

And second point: 10 opponents is already great, but could there possibly more? Races with 20 cars on the track would be awesome (though with everyone using power ups it could become a warzone), which sends us back to an already existing topic about .

WROB3L
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Re: Starting grid and opponents.

Postby WROB3L » Thu Dec 03, 2015 10:08 am



And with a pot of F*ckedUppery
Powerful Cthulhu created me :twisted:

One of the first players in 3rd or 4th. I dont remember xD

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Queadah
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Re: [LISTED] Starting grid and opponents.

Postby Queadah » Thu Dec 03, 2015 3:12 pm

Coming to think of it if characters become a thing, I think there's a limit where, if npc are too many, you care too little about their identity/backstory. From RC1 I remember Tony, Ria, Leon and Yuri because of their distinguishable cars and car specs. If GRIP has 30 of them with only car skins different, I wouldn't relate that much to the potential story GRIP has to offer...

My 2 cents :)

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Re: [LISTED] Starting grid and opponents.

Postby WROB3L » Thu Dec 03, 2015 3:51 pm



And with a pot of F*ckedUppery
Powerful Cthulhu created me :twisted:

One of the first players in 3rd or 4th. I dont remember xD

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Re: [LISTED] Starting grid and opponents.

Postby Chris_CE » Sun Dec 06, 2015 1:54 am

Actually the cars getting bunched at the start of the race has to do with avoidance code. You see, the cars don't play well together due to UE4's collision, so we have them avoid each other until it's fixed.

As for widening the race start, I was thinking about widening the gate at one point. Still could

And regarding # of vehicles, we need to implement an opponent count. I don't see why we can't put 20 player starts in the level. Don't whine when all the dust effects send your PC into the stone age, though :D
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Re: [LISTED] Starting grid and opponents.

Postby Purple44 » Mon Dec 07, 2015 4:00 am

Wreckfest fan boy. :D

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Re: [LISTED] Starting grid and opponents.

Postby Chris_CE » Wed Dec 09, 2015 9:39 am

Yea the effects quality should be tied to the level of detail settings in the particles effects. Some effects lack those tweaks as of right now, though
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