Ryu Makkuro wrote:
Chris_CE wrote:I disagree that this mode can't be competitive. For one, I'd rather play this mode than normal race because it's well rounded, and adds more reason explore every gameplay facet of the game. And I could see myself caring about it online. Imagine rocket league only gave points for goals and nothing else. Not a perfect example, but you get the idea.
- If you reward people for quite literally screwing up, then this is going to be mode that people will play when they don't want to try hard. Mode like that is destined to be just the extra thing out there when it comes to multiplayer side. Perfect for casuals who just come, want to have fun for 30 minutes and then leave without having to practice the game ever.
In Rollcage leagues you get 1 point regardless of any result. So you can literally just stands there, do nothing, and get 1 point.
But that point won't make you gain the league. Because other people got more points than you then. You need to reach the 10 and 6 points, not the 1 one.
Same thing here. If the score for screwing up (flying) is low enough, people won't screw up just for it, but instead will try to make their best to gain the other points. Of course, if that score is too high, yes it can become profitable for people to spend their time flying. But if it's small enough it won't make you win.
Ryu Makkuro wrote:- Hardcore players are usually the ones that find the most efficient ways of doing something. A lot of them however don't mind abusing heavily some game mechanics just to win, which means it wouldn't be exploring every gameplay facet of the game, but abusing the one facet that gives you the best performance. This can be called a historical fact at this point tbh. For example, last 2 seasons in Diablo 3 were all about abusing a glitch of a certain skill, which resulted in highly frustrating and boring gameplay... but hey, it outperformed everything else out there so they used it even though everyone there hated it.
You're taking the example of Diablo 3, which is a much more complex game than Grip when it comes to user choices. In Diablo 3, as a team of 4 players, you have so many variables to look for when trying to balance it: the many skills, the stuff affixes, the different combination of characters, the monster damages, and so on.. So of course
in these games there will always be an optimal broken strategy, because balancing is very hard.
In Ultimate Racing, how many variables would you get ? No more than 10 or 20 really - just the amount of points one player gets for that achievement. If a particular mechanism is found to be exploitable and broken (which we will find out once Multiplayer is released I guess), you just nerf the said amount of points. Next iteration: if it's not enough, you nerf it more. If it's been too nerfed, you increase it slightly more. And iteration after iteration you find a good balance, one that allows both diversity and
Or if that work reveals to be too much time consuming for the devs, well no one is forcing the competitive scene to play that particular mode.@Ryu: Same arguments that I told you during our conversation on Steam, but there is an additional one this time :p
A more important problem is that the races might feel a little bit chaotic. I remember than in Rollcage Stage 2, I did not really know if it was better to be first everytime, or if I should stay more with the group. There was the best lap that granted you the 5000 bonus, so it made it worth going crazy for a lap (and then going crazy again if you were dethroned), but arriving first was granting you only 2000 points while by staying in the middle you could easily get 3000 or 4000 points per lap.. That said, in Grip the cars are less close than they are in Rollcage Stage 2 (you have less opportunities to land your weapons, or so I find), so it might balance out