F1® 22

F1® 22

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Career difficulty still woeful
Playing at 80% difficulty with no assists, and no matter how hard i push, i am a whole 1 second behind the target ERS management time. What the hell is this ??
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Showing 1-15 of 16 comments
Alice Cooper Jul 29, 2022 @ 2:08pm 
Its greatthat you still have 0 - 79% to try!
minibral Jul 29, 2022 @ 2:22pm 
It's called EA and "bugfixing"
TomGoodwrenchSK Jul 29, 2022 @ 2:25pm 
Originally posted by Alice Cooper:
Its greatthat you still have 0 - 79% to try!
F1 21 i was playing at 92%. Wtf did they do to the difficulty here !?
TomGoodwrenchSK Jul 29, 2022 @ 2:26pm 
Oh and also at Bahrain at dif 70% i qualified 22nd, but the very next race i managed to qualify 8th with a crap car.
Bliff Jul 29, 2022 @ 4:32pm 
why do ppl keep ♥♥♥♥♥♥♥♥ about this if it was a darksouls game everyone wouldnt say a dam thing other than ♥♥♥♥ off and git gud easy modes are for babys blah blah blah

just turn the setting down till it matches your skill and work your way up to the new higher difficulty
Adept Jul 29, 2022 @ 4:37pm 
Originally posted by Bliff:
why do ppl keep ♥♥♥♥♥♥♥♥ about this if it was a darksouls game everyone wouldnt say a dam thing other than ♥♥♥♥ off and git gud easy modes are for babys blah blah blah

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.
Der Wolf Jul 29, 2022 @ 4:45pm 
only way that works for me is to lower the ai for training this also changes the target delta and after training chang it back anoying but only fix right now
Oggmeista Jul 29, 2022 @ 7:11pm 
I don't exclude them of blame much but to be fair codies did the coding and that means the AI pace relative to level of difficulty, and i know because i have the games, that both dirt Rally and DR 2.0 , both imho suffered from matching difficulty to the actual pace of the AI, as did f120 f121, heck for a long time so did Kunos is highly acclaimed justifiably though assetto corsa and others.
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..
Last edited by Oggmeista; Jul 29, 2022 @ 7:22pm
Sem56 Jul 30, 2022 @ 12:24am 
Originally posted by Oggmeista:
I don't exclude them of blame much but to be fair codies did the coding and that means the AI pace relative to level of difficulty, and i know because i have the games, that both dirt Rally and DR 2.0 , both imho suffered from matching difficulty to the actual pace of the AI, as did f120 f121, heck for a long time so did Kunos is highly acclaimed justifiably though assetto corsa and others.
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
TomGoodwrenchSK Jul 30, 2022 @ 1:10am 
Originally posted by Bliff:
why do ppl keep ♥♥♥♥♥♥♥♥ about this if it was a darksouls game everyone wouldnt say a dam thing other than ♥♥♥♥ off and git gud easy modes are for babys blah blah blah

just turn the setting down till it matches your skill and work your way up to the new higher difficulty
Just like Der and Adept said, it is stupid because you have to set a lower difficulty for practice, and then increase it back for qualifying and race. It makes zero sense. It was pretty bad in F1 21 but here it is even worse.
Momo Jul 30, 2022 @ 5:11am 
The Training Programs have always been too difficult even if you re on the same pace as your teammate in race or Quali i dont play those anymore ever since 2020 but even way back then it was a problem - where i was on 105 faster on a regular basis than my 95pace teammate in quali but in those Trainingprograms i had to go down all the way to 93
Shalltear Jul 30, 2022 @ 6:24am 
Originally posted by Sem56:
Originally posted by Oggmeista:
I don't exclude them of blame much but to be fair codies did the coding and that means the AI pace relative to level of difficulty, and i know because i have the games, that both dirt Rally and DR 2.0 , both imho suffered from matching difficulty to the actual pace of the AI, as did f120 f121, heck for a long time so did Kunos is highly acclaimed justifiably though assetto corsa and others.
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.
Fawx Jul 30, 2022 @ 4:48pm 
Originally posted by Bliff:
why do ppl keep ♥♥♥♥♥♥♥♥ about this if it was a darksouls game everyone wouldnt say a dam thing other than ♥♥♥♥ off and git gud easy modes are for babys blah blah blah

just turn the setting down till it matches your skill and work your way up to the new higher difficulty

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.
TomGoodwrenchSK Jul 30, 2022 @ 11:22pm 
Finally was able to find a sweet spot by setting the difficulty at 75. I can now do practice programs and also be competitive in a way that makes sense .
Masc Verstrappon May 8, 2023 @ 2:44pm 
Quite late to respond but I'm finding the same thing still happening lol, doing the race strategy practice and am roughly 1 second behind the target by the time I hit the first corner. Still qualifying about 0.8 seconds faster than the AI on 90%.
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Date Posted: Jul 29, 2022 @ 2:03pm
Posts: 16