Django wrote:So, what i really love about this upgrade is: 1. the new menu and the garage (needs some preselected colours).
2. Also the superbowl (can we have more of those? ) I managed to jump from the bottom directly to the ceiling which was pretty cool. Some plants some more plants hanging down the ceiling would look awesome and some water coming down somewhere.
Yes, we will off predetermined skins for cars later on. I like speedbowl too It certainly needs work visually, yes
The Sudden Silent wrote:no idea what happen on Biodome. Level wont start its freezing on loading screen/crash. Last night i hear 1 time error sound on biodome loading screen.
OK we've fixed some crashes recently so hopefully this won't happen anymore
Sigrid wrote:I'm not sure if someone else has the problem, but on this new build the music ingame doesn't work anymore. The menu music is fine, and in the Audio menu when i press Play i can perfectly listen to every song, but when i launch a race (or any other game) there are only sound effects.
So i tried to add a few personal musics to the jukebox and some work (and some do not) but then i only get to hear one song during a race, and when it ends the game replays the same song and does not go to another one.
As The Sudden Silent said, the Garage menu should be accessible from the race selection menu as well.
And there should be preselected colours for the cars too.
Car physics is better, and thank you so much for modifying the camera when we look on the sides or behind us, it's really nice to finally be able to see our car when we do (besides, it allows us to admire the car from every angle).
Music issue is fixed internally already, so it will work next patch
Garage we do want to have a shortcut to, but we'll see how much trouble the UI gives us, trying to do that
Physics are certainly better And yes Rob did a nice job on the camera. Glad you like the patch!
kerikeron wrote:I can understand Carkour specifically not catering to the heavier classes, but that sets the precedent that almost all races will be riddled with speedster classes. WipEout HD had a similar problem where there were 4 stats but only 2 of them factored into peoples choices: acceleration and handling.
Acceleration allows players to not only reset faster after being hit with a weapon, but allows them to get to the pick-ups first off the starting line. The player in first will do their best to clean the map of all pick-ups, denying all other players within reach of first. They will use all pick-ups almost immediately so that they can pick up the next set. This can lead to anti-fun races since mines can cut off choke points or best racing lines to players who struggle to get any pick-up to deal with them. Now I will say the tracks that have splits in them (Which almost all do) mitigate this.
Handling of course leads to taking corners easier, faster, and keeping speed better. Also dodging mines. Plain and simple.
Top Speed is actually pretty irrelevant outside of time trials and low engine speed. With so many turns on a track, you're rarely ever able to hit that top speed if it's not on low engine speed.
With all that being said, I just want you all to think about what could happen. Just like in WipEout HD, there were 12 or so ship teams all with beautiful designs but only 3 were used. I'd like to see a variety online, so carefully reconsider the weight of each stat and how much variation should exist. Stats won't ever take away from the gameplay if handled with care.
Keep up the great work though! Also, when will the first Orbital Prime track screenshots come out? I've been dying to see what a track on that planet will look like.
I don't see how having Carkour cater to a specific class will apply to races as well? They're very different game modes. Races are already full of different cars, and in our internal multiplayer testing, players use any of the 3 cars and have success.
Sure, some maps have more curves and cater to speedster class cars, but the Dreadnaught cleans up on Transport and FIC Outpost. Plus there are quite a few places on tracks in general where the top speed certainly matters. I do agree though that vehicle stats need close attention, something that we will be giving them now that multiplayer is coming into the game. We're open to discussion on what people think are the best stats for each car!
Orbital Prime unfortunately is a ways away. It requires a whole new slew of city assets and we don't have the manpower to tackle that currently