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GRIP Update v.1.1.5 is now on Steam!

Posted: Mon Nov 21, 2016 11:24 am
by Chris_CE
This update consists of mainly track changes, as we're trying to make what we've got thus far, look and flow better. This will help make the cars more predictable and reduce frustrations, as will our upcoming improvements to physics/handling.

Image

NOTE: For those of you who are using the Private branch on Steam, that version still has multiplayer functionality, but will not have the latest track updates. We are still working on getting a multiplayer version ready with a bunch of fixes

Here is a list of some known issues with this patch (v.1.1.5):
  • The menus only support mouse navigation right now. Gamepad support will be coming as soon as possible.
  • Vehicle physics can be screwy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go. We won't stop until GRIP's cars are a dream to drive (NOTE: The Vintek Warlander is by far the least stable car in terms of physics issues)
  • Some users with older PCs may experience lower performance with the last few patches. This is due to us updating our custom Unreal Engine version to 4.12, and not having the time to fully optimize yet.
  • For very few users the game may freeze periodically while playing. This is an issue associated with UE4, of which Epic are aware. If you experience this, some possible workarounds can be found HERE or HERE
  • Pickups balancing still needs work
  • The Vintek Warlander's rim customization currently has Cygon rims, when it shouldn't
  • Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation
  • Some Vintek sound effects may be louder than other sounds
  • Transport: There are a few areas of the map where you can reset outside of the race tunnel and fall into the void.

A list of changes to the racetracks in this patch:

Alhatra Wastes
  • Smoothed a lot of terrain, lowered terrain in area prior to radio tower so that there is no longer a blind hump
  • Improved collision in various parts of the map, most notably the large building near the starting gate
  • Improved various areas with new or updated structures and rock formations, as well as included a new ramp spline that allows players to perform a barrel roll/loop-di-loop
  • Note: Alhatra's performance has been getting worse, although we've been performing many optimizations. We're looking into this issue

Transport
  • Completely rebuilt an area of the track that proved frustrating for players. The corner directly after the exit of the first tunnel in forwards has now been replaced with a route that takes you higher up the hill (NOTE: this is still WIP, we will be changing the turn in the tunnel to help produce more corkscrew driving)
  • Improved collision in various parts of the map, and updated the collision mesh for the bridge spline
  • Removed troublesome obstacles in the tunnels and added more flowing ramp splines that are either there to be dodged or to encourage rolling cars onto their other side
  • Added various structures

Yuri Industrial
  • Improved first corner on the left route in reverse mode
  • Added flag assets as a test to see how they function/look
  • Added some ramp assets

FIC Outpost
  • Smoothed various parts of the terrain, including the entrance into the cave tunnel
  • Improved collision in many areas, as well as updated rock assets with proper collision
  • Added some habitat structures (blue buildings)
  • Optimized level overall

General
  • Optimized forcefield asset so it's less demanding on performance
  • Improved various AI splines and added avoidance volumes to make AI better at navigating tracks


If you want to give feedback, or need to report any issues, please visit our forum (be sure to check the bugs and crashes lists before posting):
forum.cagedelement.com

Or you can visit the Steam Page

To all of our players, thank you for supporting us, and we hope you'll like what we've got coming in our next updates!

Re: GRIP Update v.1.1.5 is now on Steam!

Posted: Mon Nov 21, 2016 12:59 pm
by Cornkid
So after a play for an hour or so, only on yuri industrial and alhatra...

Yuri got bouncier, I have found this the most frustrating track in game, I dont mind narrow, but physics are bugged, its way to bouncy, in fact even more than last haloween update.

Alhatra, love it, havent managed to do loop di loop yet, but goddamn them there new assets look divine, credit due ;) no bouncing issues

Many thanks for the update, a bit curious about "respectfully dont pass judgement on MP yet" when its not available.

Will report back later on other tracks, just need to cook Dinner now, "a mans work is never done"

As an afterthought, I love that CE release updates often, I dont mind if there's bugs at all, It shows you are still alive, I have other early access games that frustrate me immensely by lack of community interaction, and updates.

Cheers guys , keep up the "we give a toss" attitude ;) it shines thru


edit- as an afterthought I play on wild power which always seemed to cause issues in the past.

Re: GRIP Update v.1.1.5 is now on Steam!

Posted: Mon Nov 21, 2016 1:52 pm
by 0Blueaura
the loop on alhatra is what the game was lacking <3

Re: GRIP Update v.1.1.5 is now on Steam!

Posted: Mon Nov 21, 2016 2:03 pm
by Ryu Makkuro
Cornkid wrote:Yuri got bouncier, I have found this the most frustrating track in game, I dont mind narrow, but physics are bugged, its way to bouncy, in fact even more than last haloween update.

You know, funnily enough I have a similar issue... but on Alhatra. Yuri is uber stable for me xD In short, the physics are still WIP and the bouncing is just one of those things that will appear randomly for people and will be eliminated at some point.

As to it being more I'd wager it's the "placebo" effect due to the randomness of the bouncing effect in general. Just because you got it few times in a row now doesn't really mean it's worse than before, when the RNG simply aligned in a way that made you experience it so often in a single race. On my side it seems more stable but I'm pretty sure after few more runs it will be just as it was before.

Re: GRIP Update v.1.1.5 is now on Steam!

Posted: Mon Nov 21, 2016 2:52 pm
by Volken
Agree, love the design and visual changes. Only downside is the bounciness, damn engine updates..

Re: GRIP Update v.1.1.5 is now on Steam!

Posted: Mon Nov 21, 2016 3:40 pm
by Cornkid
Ryu Makkuro wrote:
Cornkid wrote:Yuri got bouncier, I have found this the most frustrating track in game, I dont mind narrow, but physics are bugged, its way to bouncy, in fact even more than last haloween update.

You know, funnily enough I have a similar issue... but on Alhatra. Yuri is uber stable for me xD In short, the physics are still WIP and the bouncing is just one of those things that will appear randomly for people and will be eliminated at some point.

As to it being more I'd wager it's the "placebo" effect due to the randomness of the bouncing effect in general. Just because you got it few times in a row now doesn't really mean it's worse than before, when the RNG simply aligned in a way that made you experience it so often in a single race. On my side it seems more stable but I'm pretty sure after few more runs it will be just as it was before.


Weird thing is I read the disclaimer on last update, that alhatra had bounce issues, for me it never, it was yuri that did.

It bounces more in this update, it may be a speed seting, or sensitivity on control panel that affects it, I just know I despise the bounce on yuri, and if I was the type would down vote the game after 30 mins on that track.

Because I have read forums for ages I realise that the new UE4 engine is causing these issues maybe, not all players read as much as us tho, it makes me wonder if this wasnt the issue for the few downvotes about the game.

Re: GRIP Update v.1.1.5 is now on Steam!

Posted: Mon Nov 21, 2016 4:56 pm
by Tathendal
Alhatra loop-di-loop is really cool! And the new ramp on Yuri in the end! Such awesome! These are the kind of things that GRIPs tracks need and make the game shine! The rock that was middle of the track in Alhatra very near the loop-di-loop has been removed and this makes that part very easy (I would put a small rock in the middle, maybe not as big as it used to be). I like the flags on alhatra, looks great and brings the game more alive!

Now, I didn't know some people have found the transport part after first tunnel frustrating? How can that be? That curve was f***king easy! You could almost go full speed with dreadnaught, just let a little bit go of gas and it would make it nicely. Not to say that I don't like the new way, it is cool also, always nice to get some proper air! The bridge after that, I don't get the new rails? They make the bridge feel more narrow IMO and made me thought about when children go to bowling you put out those rails so that ball is not able to go into the gutter at all. And that is not a good thing to think about. I say get rid of those! Other changes on transport, well, hmm, they are not bad, but the track seems easier to me right now, which, again IMO, is not a good thing. I like those new little narrow ramps though. Why two of the three speedpads were removed from the end of the track (after jump)? And in other spots too, I like that you can drive through multiple speedpads and have to choose your racing line based on that (or not) and be able to place mine there to deny the pads from others (skillful player usually still can use 1 or 2 out of those 3 even there is a mine), and I don't like the use of speedpads so that they cover almost the whole track, as in the mid-part of first tunnel of transport.

Was there grass/leaves flying in transport previously? That was awesome I saw that first time now :O Also the lights in the tunnels look really cool with the spark effects! Wow! (not sure if this has been added now or is it just my new GPU and settings turned to the max:) )

When I played Yuri the jukebox started playing Breakbeat Generation and I chose the far chase cam (I usually use the close chase), and I had a really awesome race which ended in blowing up AI just before finish line to finish 1st and I got the exact feeling that I had when I watched RC2's intro (which I did every time I started the game), goddamn amazing. Made a large smile on my face. So even though I personally still would make the tracks harder I admit that the flow is better now in Yuri and Alhatra (which I think somehow causes the game to remind a little bit more of RC), which in turn results in great feeling.

Re: GRIP Update v.1.1.5 is now on Steam!

Posted: Mon Nov 21, 2016 5:31 pm
by iamthatiam
Am I the only one whose hoping this game turns out to be a offspring of Pod Racer and TrackMania?

Re: GRIP Update v.1.1.5 is now on Steam!

Posted: Mon Nov 21, 2016 5:48 pm
by Chris_CE
Cornkid wrote:Yuri got bouncier, I have found this the most frustrating track in game, I dont mind narrow, but physics are bugged, its way to bouncy, in fact even more than last haloween update.
.
Many thanks for the update, a bit curious about "respectfully dont pass judgement on MP yet" when its not available.

As an afterthought, I love that CE release updates often, I dont mind if there's bugs at all, It shows you are still alive, I have other early access games that frustrate me immensely by lack of community interaction, and updates.

Cheers guys , keep up the "we give a toss" attitude ;) it shines thru

edit- as an afterthought I play on wild power which always seemed to cause issues in the past.

We haven't touched the physics and I barely modified Yuri, so it must be coincidence that it feels worse

Whoop, we forgot to get rid of that message in this build

Glad you like the updates and the fact that we release them somewhat regularly. We'd love to update more frequently but there's so little of us, and so little time.

0Blueaura wrote:the loop on alhatra is what the game was lacking <3

:D

Volken wrote:Agree, love the design and visual changes. Only downside is the bounciness, damn engine updates..

Is it more bouncy than in the last patch (Halloween update)?

Cornkid wrote:
Ryu Makkuro wrote:
Cornkid wrote:Because I have read forums for ages I realise that the new UE4 engine is causing these issues maybe, not all players read as much as us tho, it makes me wonder if this wasnt the issue for the few downvotes about the game.

Physics problems are most definitely the reason for our negative reviews. This is why we need to try and address the issues ASAP

Tathendal wrote:Now, I didn't know some people have found the transport part after first tunnel frustrating? How can that be? That curve was f***king easy! You could almost go full speed with dreadnaught, just let a little bit go of gas and it would make it nicely. Not to say that I don't like the new way, it is cool also, always nice to get some proper air! The bridge after that, I don't get the new rails? They make the bridge feel more narrow IMO and made me thought about when children go to bowling you put out those rails so that ball is not able to go into the gutter at all. And that is not a good thing to think about. I say get rid of those! Other changes on transport, well, hmm, they are not bad, but the track seems easier to me right now, which, again IMO, is not a good thing. I like those new little narrow ramps though. Why two of the three speedpads were removed from the end of the track (after jump)? And in other spots too, I like that you can drive through multiple speedpads and have to choose your racing line based on that (or not) and be able to place mine there to deny the pads from others (skillful player usually still can use 1 or 2 out of those 3 even there is a mine), and I don't like the use of speedpads so that they cover almost the whole track, as in the mid-part of first tunnel of transport.

Was there grass/leaves flying in transport previously? That was awesome I saw that first time now :O Also the lights in the tunnels look really cool with the spark effects! Wow! (not sure if this has been added now or is it just my new GPU and settings turned to the max:) )

When I played Yuri the jukebox started playing Breakbeat Generation and I chose the far chase cam (I usually use the close chase), and I had a really awesome race which ended in blowing up AI just before finish line to finish 1st and I got the exact feeling that I had when I watched RC2's intro (which I did every time I started the game), goddamn amazing. Made a large smile on my face. So even though I personally still would make the tracks harder I admit that the flow is better now in Yuri and Alhatra (which I think somehow causes the game to remind a little bit more of RC), which in turn results in great feeling.

Transport is meant to be an easy track, and that one corner was much more difficult than the rest of the level. It may be easy to you guys because you're pro at the game, but anyone else usually screws up at that corner (I watched them do it at PAX East and anyone who plays the game on my PC)

That said, I'm going to make that tunnel up to the exit jump better in that it helps initiate a corkscrew, which was one of the fun things about the old tunnel. The reason there's a row of speedpads at the bottom of the slope in the first tunnel is because the cars lose too much speed going up there if they don't hit a speedpad. But I can change it to be more skillful

The new rails on the bridge are there because the collision when cars hit the edge on the previous version was so unpredictable and usually caused cars to spin out. It was frustrating and simply not fun. This way, at lease the collision is predictable while we work on physics some more

The floating moss in Transport is new, yea. And the sparks in the first tunnel going forwards

Glad you had that awesome nostalgic moment :) And remember, the game will have more tracks that will be higher difficulty, it's just right now we need to introduce new players to the game gradually, so we need to have some easy levels like Speedbowl and Transport.

AlphaOmega2213 wrote:Am I the only one whose hoping this game turns out to be a offspring of Pod Racer and TrackMania?

Grip will never be like Trackmania, but we can add cool ramps and jumps to make it more crazy and exciting ;)

Re: GRIP Update v.1.1.5 is now on Steam!

Posted: Mon Nov 21, 2016 6:28 pm
by Queadah
AlphaOmega2213 wrote:Am I the only one whose hoping this game turns out to be a offspring of Pod Racer and TrackMania?

On steroids, without the toys perhaps :twisted:
Though for the 1st time I'm getting worried of the game direction :roll:
Chris_CE wrote:just right now we need to introduce new players to the game gradually, so we need to have some easy levels like Speedbowl and Transport.

GRIP should have taken a stance and not compromised. It's indie for a reason. Game's NEVER going to be easy enough and critics will prove it. Notwithstanding:
were ideas to ease-in players with tutorial elements (Carkour, which is empty, or Campaign, or other progressive ideas).

It was hinted somewhere a tutorial level could be the solution but:
  • it's a risk to lose oneself in so many game modes that overlap one another
  • it's multiplying dev work (already running thin) in a new front even though it was perfectly reasonable to build upon pre-existing under-developed work.

Re: GRIP Update v.1.1.5 is now on Steam!

Posted: Mon Nov 21, 2016 6:38 pm
by Kerake
After playing some races in each track, these are my opinions:

- Alhatra Wastes: The new visuals and ambient sounds are really cool. I like the changes on this track, except for the removal of the rock that was next to the new loop (and I mean the one that divided the path, not the one that was like a really little tunnel). Maybe doing that rock a bit more little than before, but with the removal now it feels too easy. And I'm probably will be in the minority here but, even though I like the new loop and visually it's really cool, I liked more the feeling of the track being more "natural" (I'm not sure how to express that, but it was like a part of the map was chosen to use as a circuit instead of building a circuit on it, or something like that). If the loop looked like a broken arc of a building, then it would be perfect in my opinion.

- Yuri Industrial: The new "flags" are really cool and brings even more life to the best looking circuit (for me). The path on the left at the exit of the first tunnel is still useless in my opinion, I can't see me using it. The "rail" at the exit of the second tunnel feels unnatural, even though it makes the flow a bit better if you exit the tunnel from the top. The changes on the right path at the end of the track are great, I've started to use that path more frequently. Unlike the loop on Alhatra, that ramp doesn't feel out of place since it is just a "little ramp" placed there to make that exit better.
For the reverse version, now that the path on the left is clear, I can't see a reason to use the right path (before this change, I never used the left path because it was too difficult, now it's the contrary, I can't see me using the right when the left one is that easy to take and I think is shorter).

- Transport: I'll be honest, I don't like the changes on the flow. Transport was the hardest one for me because I had to remember where the obstacles were and it was fun, but now it feels too empty and easy to drive. To be honest, after just one race I didn't feel like I wanted to race anymore on that track, it felt pointless. On the other hand, the new details like the leafs and those things looks cool. Oh, and there is an opening on the right just before the bridge that makes you go to the lake and it's a dead end, it should be close.

- Fic Outpost: I like all the changes that were made to this circuit. The new little houses are really nice and the flow feels much better in some critical places (specially the top right path after the exit of the cave). I think that there is a new jump in that path (I usually don't take that path, so I can't remember if it was there), but I think it's a bit misaligned with the arc where you are suppose to go after landing, I always end crashing against it instead of passing through it. Maybe it's just me, I'm not sure. Overall, this track has been the most favoured with the changes in my opinion.

So, in general I like the changes, specially the visual/audio ones, and the flow feels better in most of the places, good work guys ;)

Re: GRIP Update v.1.1.5 is now on Steam!

Posted: Tue Nov 22, 2016 3:12 am
by Tathendal
Chris_CE wrote:That said, I'm going to make that tunnel up to the exit jump better in that it helps initiate a corkscrew, which was one of the fun things about the old tunnel. The reason there's a row of speedpads at the bottom of the slope in the first tunnel is because the cars lose too much speed going up there if they don't hit a speedpad. But I can change it to be more skillful

The new rails on the bridge are there because the collision when cars hit the edge on the previous version was so unpredictable and usually caused cars to spin out. It was frustrating and simply not fun. This way, at lease the collision is predictable while we work on physics some more

The floating moss in Transport is new, yea. And the sparks in the first tunnel going forwards

Glad you had that awesome nostalgic moment :) And remember, the game will have more tracks that will be higher difficulty, it's just right now we need to introduce new players to the game gradually, so we need to have some easy levels like Speedbowl and Transport.


OK cool, I understand the need for easy tracks too. I have to keep saying to myself "we will get harder tracks in the future" :D I understand what you are going for.

FIC Outpost in my opinion is now kinda too smooth, I personally like the tracks to be a little bumpy, because it creates a feeling of driving constantly on the "knife's edge" and it creates a dangerous feeling when doing 700 kmph because you know you can easily f**k up in those speeds. Now Outpost feels like driving on tarmac. HOWEVER it is not all bad, but just different. I also understand that maybe the majority doesn't agree with me, and as I said, reducing the bumps makes the game feel more close to Rollcage to me. So yeah, not a bad thing per se, and if this is the direction CE team wants to take this game, I totally accept your vision and I will shut up this matter.

Re: GRIP Update v.1.1.5 is now on Steam!

Posted: Tue Nov 22, 2016 8:36 am
by The Sudden Silent
Nice changes and there is now many area where you can noclip out level i just search what happened transport old tunnel exit on old route
screens shots here if interesting look http://imgur.com/a/Vfm7r
now that old part on area is impossible access (but im sudden silent that not is not hard to me.


alhatra wastes is now too possible smugle car out on the track and possible drive outside track landscape (but very hard access but possible).

fic out post have too same style smugle but very hard do


but thanks for good update.

Re: GRIP Update v.1.1.5 is now on Steam!

Posted: Tue Nov 22, 2016 5:10 pm
by VooDooQky
The Sudden Silent wrote:Nice changes and there is now many area where you can noclip out level i just search what happened transport old tunnel exit on old route
screens shots here if interesting look http://imgur.com/a/Vfm7r
now that old part on area is impossible access (but im sudden silent that not is not hard to me.


alhatra wastes is now too possible smugle car out on the track and possible drive outside track landscape (but very hard access but possible).

fic out post have too same style smugle but very hard do


but thanks for good update.


I'm wondering if those parts could be reattached to Transport as an alternate route...

With full respect to the CE dev team, after about 70 laps on various tracks, I'm afraid to say, I'm not too happy about the recent changes. Mostly about Transport. I might be too rigid, or got too used to the way things was, but somehow that new route doesn't sit right with me. It became boring. The removed corner wasn't that hard to take imho, one just need a few tries to feel the correct speed & turn, and it could be taken without a fuss. Altought I fully understand that you want to open to the beginner public with easier tracks, but that doesn't mean it is wise to degrade a track to the level, where everything works for the 1st time for everyone. Every game has it's hardships, GRIP has it's own with it's controls, but if one manages to tame it, the more he/she enjoy the experience. I am wondering just how many try/guy went down at PAX or on your PC, for you to come down to that conclusion, that you have to reform that part this much. I too, was a beginner not so long ago, and I don't remember making a fuss that i screwed up 3 or 4 times to get it right.

About the bridge: I don't like the new fences, made the road more closed. Driving on the tilted edges of the previous version felt more unique, and was cool avoiding stuffs on it. I didn't have much problem with spinning out on them aswell, even if I got pressed to the sides O.o

About the ramps: Indeed a nice initiative to have some artifical stunt parts on tracks, but those lathes doesn't seem to work as intended for the most part. Because of the shape, narrowness, and misplacement of some, they are hard to hit them spot on, to do their job. Maybe making them into a bit triangular shape could help leading the cars body on better. I found myself either completely missing them, even tho I tried hard no to, or got them on my center, which didn't cause much problem on the low ones, cuz they simply bumped me up, instead of flipping me over. The worse ones are in the 3rd tunnel, which are more tilted. The first one is hard to take on right, because if you got it on the sides, you hit the corner of the box too (-> byebye, fly-by) or if you manage to take it in the middle, god knows if the pillars in the roof stops you while you are airborne, or you just reward yourself with a wallride, starting in a bad angle (-> momentum loss). The next one on the doors with the gap is 90% fullstop with a dominator. Simply can't ride up on it. I don't even really know for what purpose it is there, since there is already THE GAP, which requires all the attention in that part of the track, if one want to take the risk going through there for the boost. The ramp there is making a distraction from that, imho. The last one on the top of the tunnel just feel placed unnatural, and if you miss it, you find yourself stopped again in the glass-shader whatever thing that is there.

The flying leaves and the sparks in the tunnels are great additions tho.

Alhatra: I'm happy to see the loop there, finally I see reason to take that route, BUT! The cave really had to be removed? Please Chris, cut a cave channel thorough the rocks in the removed mountain, and lead the loop thorough it, so the texture of it wouldn't seem to be THAT off, and the cave could stay too like that. The cave with the pillar in the middle of the route gave a little challenge, and it was good there.

FIC Outpost: I'm feeling the overall improvement of the track flow, and I like the new canvas (I like them a lot on Yuri too), and the blue cabin structures. Nice job! But i'm not happy that you covered the chasm in the top route, it gave me the chills everytime I jumped over it. I was even thinking, why not make it bigger? Just lower the landing side's level a bit, build a ramp there, and voilá! It could be used in reverse too just fine!

Re: GRIP Update v.1.1.5 is now on Steam!

Posted: Tue Nov 22, 2016 5:34 pm
by Muskylounger
The new patch is excellent. All the tracks are now super polished, the gameplay is great and SMOOTH (I can get good frames in 4K!)

Its really feeling liking a AAA game now, couple more tracks and cars, a career mode structure for single player and the backend for multiplayer and it will be ready for full release!

So basically my only feedback would be how is Capture The Flag mode coming along? It would be awesome to see that up and running

Cheers

Re: GRIP Update v.1.1.5 is now on Steam!

Posted: Wed Nov 23, 2016 2:58 am
by Django
I like what you did with Transport. It has a good flow now.

The sections you scrapped werent all bad. So if you want you could produce a version of this track (=a new track) that is all hardcore with some of the old parts.

I know you have some good stuff in the pipeline but how is it going with orbital prime? Maybe a little screeny of sth. you work on ... :)

Re: GRIP Update v.1.1.5 is now on Steam!

Posted: Wed Nov 23, 2016 6:15 am
by Tathendal
VooDooQky wrote:
I'm wondering if those parts could be reattached to Transport as an alternate route...

+1

VooDooQky wrote:About the bridge: I don't like the new fences, made the road more closed. Driving on the tilted edges of the previous version felt more unique, and was cool avoiding stuffs on it. I didn't have much problem with spinning out on them aswell, even if I got pressed to the sides O.o

+1

VooDooQky wrote: But i'm not happy that you covered the chasm in the top route, it gave me the chills everytime I jumped over it. I was even thinking, why not make it bigger? Just lower the landing side's level a bit, build a ramp there, and voilá! It could be used in reverse too just fine!

+1, if you fall anyways this is why the game has reset button

Django wrote:The sections you scrapped werent all bad. So if you want you could produce a version of this track (=a new track) that is all hardcore with some of the old parts.

+1, really awesome idea for different versions of tracks. Less work, more variation! Alternate version could be for example nighttime/dusk/rainy/slightly different color scheme/apocalypse/something else, if you want to clearly distinguish the two and be sure that players know all the time which version they are playing and can adapt better and remember what is coming behind next corner. OFC you want to avoid "Oh this was this version of the track I thought the ramp was gonna be here and now I crashed because of that" -situations. This could even open up some lore/story related possiblities, such as in the campaign mode would be awesome to play a track that you have already played with a message that "The GRIP league had been made a few alterations in the track...." or "Some track elements got destroyed in a police attack and had to be rebuilt...." or something like that!

edit. Or the "old"/alternative version of tracks could be simply a easter egg or hidden somehow or unlockable or...wait for it.... PAID DLC !!!

edit2. seems you can fall between the bridge and the inner fence as such
Spoiler: show
Image

Re: GRIP Update v.1.1.5 is now on Steam!

Posted: Thu Nov 24, 2016 7:56 am
by Ryu Makkuro
Tathendal wrote:
VooDooQky wrote: But i'm not happy that you covered the chasm in the top route, it gave me the chills everytime I jumped over it. I was even thinking, why not make it bigger? Just lower the landing side's level a bit, build a ramp there, and voilá! It could be used in reverse too just fine!

+1, if you fall anyways this is why the game has reset button

Problem with that fall is as simple as you crossing it safely was more down to luck than skill. If you got hit by an EMP or a missile or something that slows you down quite a bit, you wouldn't make that jump. If making that jump was purely down to skill I would agree with you guys, but it isn't and it is more annoying and frustrating than challenging (it isn't/wasn't challenging, let's be honest).

I do agree fully on bringing the older or more hardcore version of Transport back along the new one. As it stands now, Transport difficulty should be changed to "Easy" instead of "Normal". Since the only corner that made the track not easy has been removed. And the obstacles are gone as well, so there's another reason for that.

Re: GRIP Update v.1.1.5 is now on Steam!

Posted: Thu Nov 24, 2016 8:00 am
by Queadah
Yeah, let's call it "easy" and move on.
Other maps are planned anyway so my initial worries are void really. Let's call it a gift for new players ;)

Re: GRIP Update v.1.1.5 is now on Steam!

Posted: Thu Nov 24, 2016 9:24 am
by VooDooQky
Ryu Makkuro wrote:Problem with that fall is as simple as you crossing it safely was more down to luck than skill. If you got hit by an EMP or a missile or something that slows you down quite a bit, you wouldn't make that jump. If making that jump was purely down to skill I would agree with you guys, but it isn't and it is more annoying and frustrating than challenging (it isn't/wasn't challenging, let's be honest).


If things are coming down like this, then all similar jumps are down to luck and no skill, since mostly you need a proper speed and angle for them. If you get denied of those by a weapon, then you have no luck, be it any kind of jump, really. Anywayz, I wasn't kidding by saying that a bit of modification here and there, and it could've been a really nice fly.