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I'm done with the tutorials: B2, B1, L3. But like I said there's no point in forcing players to do that. I've forgotten a lot, the tutorial just overwhelmed me with information and techniques.
It's good that this training exists, as I said before. But there's no point in forcing it. Many players will not do the licenses, some will only do them to get the levels or all the rewards. But these players will only be marginally better than at the beginning.
Like me, of course I'm a little better now, but that's hardly worth mentioning. So the developers could have made it optional right away, which would be better for the game and the players.
So if this is really a game only for moderate e-sports players or for those who are willing to spend a lot of free time practicing. I can't judge because I don't know the series. If that's the case then it will just become one of the countless Steam games that are gradually dying. Because with such a small community of players, it will not survive long. I'm glad I didn't like the game so much that I bought stuff in the ingame shop.
I hope, however, that it is just a kart racer like many others and that the game is still being worked on. It's in dire need of some beefing up and becoming more accessible to a broader player base. I'll wait and see how it develops.
Ah, I see you don't know how to play the game. You probably weren't gonna last anyway.
The words of someone who's never played a fighting or RTS game. Probably assumes chess or shogi needs to be "better designed."
The difference is this. In chess all I need is my wits, good judgment of the other player and patience. You get better with time. However, you will not see a chess player fail because he has difficulty placing the pawn on the board.
If a PC game is well programmed, it does not fail because the player has difficulties controlling his vehicle. It may fail due to the player's hand-eye coordination or reflexes.
Anytime a game has to be grinded to compensate for poorly programmed controls, it's a problem that lies with the game, not the player.
Also, to assume that smokratez doesn't know how to play the game just because you don't like his comment is stupid. He just said he thinks Minni games are horrible, so he doesn't like them. It's a matter of taste, he might be able to do it if he enjoyed it.
I even managed to get all licenses although it annoyed me. My total playing time is 4.4 hours and I also played other modes and painted and pasted my vehicle in the editor. A few of the challenges were unnecessary, others were stupid, few were fun and with some you clearly noticed that the controls are not optimal and sometimes react clumsily.
I don't think people new to this series realize that KartRider Drift is the 5th entry in a long running series with nearly two decades of active service in Asia, and it has a very active eSports scene there. The series would not have be around for this long if the game controlled poorly.
I also think a reason new players are having trouble with the controls in this game, is because they're so used to play playing Mario Kart and other kart racing games trying to emulate Mario Kart. Kart Rider has its very own unique feel to it. It just takes a bit of practice and getting used to, and for good reason, if you ever seen how complex the track designs are.
I get that some of the license tests can be a drag, and some of the mini-games are trivial, but some of the challenges are there for a reason. They're meant to prepare you for the more difficult tracks that the series has to offer, and trust me, if you think 4 and 5 star tracks in KartRider Drift are kinda tricky, then you haven't seen anything yet.
people don't agree. that's why the playerbase is dwindling. We play trackmania. That's harder than kartrider. Devs treated new players like babies, so we lost interest. It's not complicated what happened.
People are free to disagree that the game wasn't up to their expectations. Most people were expecting a Mario Kart clone with lots of content and they didn't get that. I also get that putting new tracks behind licenses tests was a bad call, but every KartRider game has done this since Rush. Clearly, Nexon NA has acknowledged this problem which is why they're reducing the amount of challenges that needed to be completed to obtain licenses.
Still, my main point was that I disagree with everyone saying the game is bad because of the controls.
And it's not fair to say Trackmania is harder when you have not tried or even seen high level competitive play for KartRider. Trackmania's racing is centered around manipulating the game's physics, where KartRider is centered around micromanaging drifts to maintain boost. Both games are challenging for different reasons.
I love this games balance. You can win against the best after about 4-6 hours practice. Lots of races come down to the wire. Photo finishes. winning by tenths of a second. Its awesome imo
There's no need for the lowkey insult. I know the game isn't doing well for various reasons. And I agreed with you that locking the interesting tracks being license tests was a bad idea, even though license tests have been a part of the series since Rush+.
Besides, you're one to be telling me not to make assumptions, even though you assumed Trackmania is harder that KartRider without knowing how difficult high level KartRider play can be.
It's literally a tutorial. Not sure why you're calling it a mini-game. There's nothing there that's not represented in the main game.
4.4 hours? That's it? You're still sitting on the skill floor. The controls aren't even clumsy, it's a lack of experience.
Basis? What makes it easier? Because there's more types of terrain?
So what you're saying is you don't like it because you weren't immediately the best of the best from the moment you touched the game, so you quit due to not wanting to actually learn how to play the game through the game's tutorials.
Yeah, that's not complicated at all. Sounds about right for video game players in 2023.