ilumen wrote:On this track I've found that I have the same level of influence over my vehicle, whether I steer or not. The difficult of the track should not come from blind obstacles, or trip-up hazards, but from demanding that the players have the ability to correctly control and direct their vehicle through the track, adhering to the racing line as closely as possible.
Memorizing a track by rote is not a skill, as such. It simply rewards players that grind the same track a lot. A skillful racer should know when to brake, accelerate, drift, etc. and be able to compete against a less skilled player who simply 'knows the course'.
And the Blockers often do just that: they block the vehicle from moving, either immediately, or within a few seconds cause the vehicle to come to a complete standstill before allowing the player to re-orient the vehicle and resume racing.
Django wrote:SuperLucas335 wrote:Also I think the cars are too big for the track.
Or the track is too small basicly the same thing but cars need to be massive. So leave them cars be and change the track instead.
SuperLucas335 wrote:Yeah that's what I mean. The devs should hit ctrl + A when in the Unreal editor, then press the spacebar twice to get the resize tool. Click on the middle square and drag out. That will make the whole track bigger. (I've used UE4 before)
ilumen wrote:In anycase, I've given some qualitative feedback, and I know that I'm not the stereotype player of this game. I think getting some data tracking on the races would be useful. Generate some heat-maps of where players make an impact with terrain, other vehicles, where they brake, where they achieve top speed, etc. would be the most useful. That way you'll have quantative data to work with, and not just the nebulous feedback that we give.
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