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GRIP Video Game Forum • POLL: Let's talk about vehicle acceleration off the line and the ability to get back in the race - Page 3
Page 3 of 3

Re: POLL: Let's talk about vehicle acceleration off the line and the ability to get back in the race

Posted: Tue May 23, 2017 10:17 am
by Queadah
I experience the same to some degree. I geared towards speeders too, however, I do turn to tanks (with a taste of the warlander in between) when I feel confident on a track.
This is, imo, the intended behaviour for a natural evolution of a player's experience in GRIP.
I see a tank on a starting line in MP, I know the guy is comfortable to an extent :P

Re: POLL: Let's talk about vehicle acceleration off the line and the ability to get back in the race

Posted: Tue May 23, 2017 2:16 pm
by Tathendal

Re: POLL: Let's talk about vehicle acceleration off the line and the ability to get back in the race

Posted: Thu May 25, 2017 4:11 am
by agcue
acceleration, toylike cars, speed - i don't know... for me, its what ever is more fun to play. i think that there is plenty of space and opportunity to work with the mechanics as the are within more content and more diverse content. Keep the interesting tracks coming. Throw in more powerups and and let us do more crazy stuff! as it stands if you want to get off the line more quickly the speeder is your car...

That said, I loved how much momentum was a part of rollcage and the way it worked -

But Grip and RC are different games as much as all of us die hards want another sequel. Let Rob do his thing (for now) :)

Re: POLL: Let's talk about vehicle acceleration off the line and the ability to get back in the race

Posted: Tue May 30, 2017 12:19 pm
by atv_123
I think what might have been missing in Rollcage (well... one of the things) was a sense of scale. I mean... look at the lamp posts, trees, bushes, and other odds and ends. If these things are supposed to have like 6 to 8 foot tall tires... that means those lamp posts are a good 40 to 50 feet tall and 2 or 3 feet thick... That seems a little off. That being said, those are the only couple of things that we can relate to in the game for actual size... well... the only things that are actually recognizable. Grip doesn't really have anything relatable in terms of scale (or does it... did I miss it somewhere?) so just from that alone they already feel much bigger.

That being said, a couple little details could be added to reinforce that size... Like when a jump it landed it kicks up a dust cloud just from the impact and the air being displaced... or little cars parked or abandoned on or near the track... you know... little details like that.

Re: POLL: Let's talk about vehicle acceleration off the line and the ability to get back in the race

Posted: Thu Jun 01, 2017 1:17 am
by agcue

Re: POLL: Let's talk about vehicle acceleration off the line and the ability to get back in the race

Posted: Sun Aug 27, 2017 1:53 pm
by Only Mostly Here
Acceleration definitely needs to be higher IMO, both off the line and when recovering. I think it's a prime culprit for why the pack so often gets badly spread out, thanks to how long a racer who gets stopped for some reason takes to get back into the race. Voted for twice as quick, but an ideal acceleration profile would probably be something like what potty suggested, with very high acceleration up to ~200-250 kph followed by something closer to what we have now to make recovering less painful while retaining a meaningful variation in acceleration between cars.

Wheelspin while accelerating from a standstill could also use toning down, it's pretty excessive currently.

Re: POLL: Let's talk about vehicle acceleration off the line and the ability to get back in the race

Posted: Sun Sep 24, 2017 1:08 pm
by codemonkey
I think some are getting a little analytical in the performance realism here. We could easily give these guys more acceleration, but if you hit the launch-start properly at the zero count they already do 0 to 400kph in ten seconds or less - even the tanks. Isn't this enough? (Come on, this is more than enough) This is way, way faster than any real-world vehicle, so realism isn't something we're tethered very closely to. And now that you have the Boost feature, even crashes where there's no launch control are swiftly recovered from.

The wheel spin from a standing start is about portraying weight, as is the low-end acceleration. We want these vehicles to feel as heavy as they look, because if they didn't, they wouldn't look right - they would look like RC vehicles which is the very thing Rollcage was so heavily criticised for.

And doesn't there need to be a cost associated with screwing up? If you just accelerated straight back into the pack following a crash doesn't that nullify any sense of "sh#t I really need to get my act together to get back into this race"? You know, that sense of tension? Isn't the "to and fro" and having to work at it the thing that builds excitement rather than knowing you're always in control and always going to win? If everything is always a certainty, everything is boring, right?

Just sayin'

Re: POLL: Let's talk about vehicle acceleration off the line and the ability to get back in the race

Posted: Sun Sep 24, 2017 8:07 pm
by playabot
I think the acceleration is fine - closer to RC 1 than 2 which is a good thing. RC 2 is where things got toylike for me. GRIP is fast, and the vehicles get up to speed quickly.

I think it's spot on - if anything I would like to see the handling loosen up to make drifting more a part of the game. Lenny from RC 1 would be a good model for this. And more terrain traction differentiation. High and low traction being more pronounced.

But the speed is good - we don't want to see this thing resembling RC 2 with crazy accel.

But if it is easy to play with maybe do some internal testing and see what your testers think?

But things are pretty quick as is and if you get really stuck the reset throws you back into the race. Maybe disable player reset in the test environment so players have to rely on vehicle accel.

Codemonkey... what a boss!!