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So, we're not siding on leaving nitro out of the game because we somehow dislike the whole concept. That's not it -- we absolutely, positively love the sudden burst of speed and the enhanced, visceral impacts it allows! Nitro is a great mechanic, and we enjoy using nitro in games we play.
The question therefore is: why are we leaving it out?
Because we don't think it would fit the style we're working on. It's a matter of the "right feel" of Wreckfest -- some elements we love will not make the cut, and some individual elements we don't enjoy that much will be in the game, because they'll support the overall experience. To be more specific, nitro could upset the balance of skilled driving and the risks and benefits of dirty play.
That being said, we haven't 100% decided against nitro just yet. We are concerned that the players who get the short end of the stick and get rammed off the road immediately after the race starts feel dismayed that they're out of the picture right off the bat, because they'll have a hard time catching up to the lead car, or even the middle positions. This is supposed to be fun, after all, and it can suck real bad when you know you got shafted due to no fault of your own. Then again, that's the spirit of real life banger races, right? There's no backsies there, just metal against metal, hoping for the best :)
Anyway, we're looking for ways to keep the car pack more closely knit together, so that you won't be so easily left behind. For now, though, neither that feature, nor nitro, will be in the game :)
Otherwise the game is looking great so far and I'm excited of what's to come. Keep up the good work :)
care to say why exactly?
Your catchup idea is a fair point.But you can catchup without nitro,especially if there are a lot of rough drivers.Then you can reasonably expect there to be other pileups further along the track.
If its clean racing and you crash,why should you have a catchup button? shouldn't you just drive better.
Another arguement is that currently the game is not designed with nitro in mind.So simply adding it as mechanic would most likely cause issues with physics,car balance,track layouts.
Do you make the cars all stronger so they can withstand a 200mph hit vs the current 150mph 1 hit takedown (guestimation speeds)?
For me adding nitro would not make racing any more competitive,exciting or fun. It would just move wreckfest into similar arcade racer territory. Whereas now without the arcade gimmicks its standing firmly on its own.
Now to your arguments sam223,
if you are a good driver, it is often times not your fault that you land on top of your roof, it's mostly because of aggressive driving of the adversary, so boost could get you back on track faster.
if you are a bad driver, all the boost in the world would not help you to catch up to a good driver, because it makes the car even harder to steer (as in FO).
The design point: nitro shouldn't raise your max. speed, but it should give you an acceleration boost only (again as in FO). This would be fairly easy to implement i guess. Where the most of the work really would flow in, would be the level design: where to put destructable objects and how many and how much boost does each give. ---> wouldn't really affect the non-boost mode
and beerland, your comment is just a variation of the realism argument, which is valid ofc, but not really helpful, because its a knock-out argument....
There could be an option to activate/deactivate it...
damn thats such a well thought out post, with plenty of insightful reference points, particularly the bit about the sim like handling of beamng.
thanks rc m8, you have changed my perspective totally.
A realistic sim nitro system could work, just I am not one of the people who would want it in the direction I hope this game goes.
On a more serious note, I played a few hours of 10-lap oval last night and found that, regardless of how badly I was screwed at the start or during the first lap, I was usually able to get into the top 5 across the finish line by avoiding trouble later on, as even those who got clear of the carnage early on ended up either slowed by back-markers or involved in accidents. I know this is less likely on the longer tracks, but the game ultimately rewards careful drivers on some tracks.
One significant (but slightly off-topic) point is the difference that car setup has. Early on I was unable to get a sub-19 second lap, but after changing the car setup I consistantly had a best-lap time of under 19 seconds. With this in mind I think it would be a good option for a race host to be able to specify that all reacers have the same car spec in order to level the playing field to ensure that noone has an advantage just because they've got the non-driving skill of being able to select the optimum car setup for any given track ...perhaps with an option built-in which selects the Developer's recommended setup for any chosen car.