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Difficulty suggestion.

Posted: Mon Feb 08, 2016 7:13 am
by WROB3L
Sooo IMO opinion Hard difficulty is not really that hard soo i got the idea for revamping those settings:

Easy- Low engine power, easy ai, every possible help (full air control, catch-up and other stuff like that)
Medium - Medium engine power, medium ai, and some help (for example only roll rotation for air control and catch-up)
Hard - High engine power, without any help (No air control nor catch-up)

What do you guys think?

Re: Difficulty suggestion.

Posted: Mon Feb 08, 2016 9:13 am
by StickyBassline
I'd just prefer that all those options were separated, no reason to bundle them together.

Re: Difficulty suggestion.

Posted: Mon Feb 08, 2016 9:47 am
by Ryu Makkuro
StickyBassline wrote:I'd just prefer that all those options were separated, no reason to bundle them together.

Aaaaaaand we have a winner.

Re: Difficulty suggestion.

Posted: Tue Feb 09, 2016 9:05 am
by Cybruiser57Péter
StickyBassline wrote:I'd just prefer that all those options were separated, no reason to bundle them together.


I think the same, you can customize the difficulty for your likeing.

Re: Difficulty suggestion.

Posted: Tue Feb 09, 2016 11:19 am
by WROB3L
Cybruiser57Péter wrote:
StickyBassline wrote:I'd just prefer that all those options were separated, no reason to bundle them together.


I think the same, you can customize the difficulty for your likeing.


Yeah that could be also implemented, but i was thinking about the newcomers :D They probably won`t like something like this, They just want to start the game and play it :D

Re: Difficulty suggestion.

Posted: Tue Feb 09, 2016 11:25 am
by Cornkid
as a newcomer I would prefer seperate tweaks ;)

Re: Difficulty suggestion.

Posted: Sat Feb 27, 2016 10:54 pm
by Chris_CE
We may have a beginner mode later on where the speed is lowest, AI easiest and all driving assists enabled

Re: Difficulty suggestion.

Posted: Mon Sep 11, 2017 10:06 am
by agcue
would it make sense for track elements to change at different difficulties or for this to be an option in some way i.e. easy = no insta stop barriers and tones of blue force fields keeping you on track, maybe more direction arrow signs... medium = fewer insta stop barriers and force fields... and hard = ad in the obstacles, take off the protective railing and push back the forcefields to allow for vehicles to come off the track, clip scenery and so on??

Re: Difficulty suggestion.

Posted: Tue Sep 12, 2017 2:39 am
by Queadah
I wouldn't count on it. It's basically asking for x2 more tracks.

We saw some tracks, turns and assets getting gutted looong ago (transport upturn, Alhatra rocks before the spikes replaced by a railed ramp), you missed that fight. Some could say I was whining at the time, but here we are.

What's left is to say: deal with it

Re: Difficulty suggestion.

Posted: Tue Sep 12, 2017 7:44 am
by playabot
Queadah wrote:I wouldn't count on it. It's basically asking for x2 more tracks.

We saw some tracks, turns and assets getting gutted looong ago (transport upturn, Alhatra rocks before the spikes replaced by a railed ramp), you missed that fight. Some could say I was whining at the time, but here we are.

What's left is to say: deal with it


Haha fair enough man :)

Re: Difficulty suggestion.

Posted: Tue Sep 12, 2017 8:16 am
by MicrowaveYourHamster
I guess the distinction between the difficulty setting and the engine power setting is beginner unfriendly. I had to google what the hell did this engine power on AUTO setting do. Separating it into AI difficulty, driving assists and, perhaps, engine power would clear the things up.

BTW, are we having any driving assists right now, or is it just that the engine thrust getting bigger and bigger?

Re: Difficulty suggestion.

Posted: Tue Sep 12, 2017 10:00 am
by agcue
MicrowaveYourHamster wrote:I guess the distinction between the difficulty setting and the engine power setting is beginner unfriendly. I had to google what the hell did this engine power on AUTO setting do. Separating it into AI difficulty, driving assists and, perhaps, engine power would clear the things up.


+1 man - it is complicated

Mariokart 8 (sorry for making the comparison) is a pretty perfect example of a solid presentation on this front. Simple set up. Difficulty over a range of areas/systems is implied and the game gets faster and A.I. more aggressive as the setting goes up. And this is instantly noticeable when playing.

Re: Difficulty suggestion.

Posted: Wed Oct 04, 2017 12:15 pm
by Tathendal
The only thing that is confusing (and also not probably needed) is the AUTO setting you mentioned. Otherwise, how complicated it is to select AI dificulty and engine power? Not at all complicated, I would say.

Re: Difficulty suggestion.

Posted: Fri Oct 06, 2017 2:45 am
by codemonkey
The auto setting for difficulty was a stop-gap measure until we have real progression within the game. It was just something to give you a challenge that match your ability in order to prevent people getting bored and wandering off.

With difficulty in general though, we're going another way with this. We're keeping the existing difficulty levels pretty much as they are - with tweaks to match usability testing for the general audience. The game itself will also become more difficult as your experience progresses through campaign play alongside a bunch of levelling-up with pickups and vehicles.

Then, for the hardcore, Neo is coming back.

Re: Difficulty suggestion.

Posted: Fri Oct 06, 2017 2:58 am
by MicrowaveYourHamster
So there is no turning back as you keep playing. That is good, dear sir. I guess...

Re: Difficulty suggestion.

Posted: Sat Nov 18, 2017 11:32 am
by Chris_CE
codemonkey wrote:Neo is coming back.

No one saw this I guess

¯\_(ツ)_/¯

Re: Difficulty suggestion.

Posted: Sun Nov 19, 2017 12:14 pm
by Queadah
How could we missed this !!