Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
just turn the setting down till it matches your skill and work your way up to the new higher difficulty
The problem is that the times you are supposed to beat, does not match with the difficulty. If i lower the difficulty enough to just be able to do the practise programs, i win quali with the worst car on the grid.
It is understandably a difficult aspect to manage, and added to that with this game has been a glitch, bug, oversight, call it what you will, but basically the AI has levels of acceleration torque that the player , certainly in my team, simply can't match, despite according to the stats at least having equal or even slightly superior machinery, and that needs to be the priority before even looking at actual pace, others the data won't be representative.
But it begs the question at least to me, most game programmers will tell you i'm pretty sure that always one of the most difficult aspects to get right is "balance"" but isn't that EXACTLY what play testing is for?, this came to me when i had the idea of gathering statistical results of players my team careers, comparing the level of attainment players reached, Ie the results of pp, q and of course races, as a sort of database so we the players could even explain to the devs which tracks the AI proxy pace is too high, sometimes ridiculously so, where they are about equal and possibly maybe where they are slow, if the players gives important details like; which season the data is from,, controller type, whether they are using assists, and of course the set AI difficulty level, by collecting and analyzing all this data it would give whoever needs to know a far better indication of whether the pace set at respective tracks is correct compared to the average of the results, clearly the more data the better indication you would get, it just gets beyond a joke when the same annoying issues crop up everytime, when you just know that adequate testing, would answer the questions of AI relative pace.....but of course payment bonuses and publisher deadlines get in the way of all that..
just so you know, nobody is reading this dribble
Shh, u don’t belong here mate.
Because unlike this ♥♥♥♥ show of a game, Dark souls isn't a buggy mess. The AI is Broken in this game. Completely and utterly broken.