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First of all, Nitronic Rush wasn't balanced. Technically the Avenger (van) is the fastest vehicle but in order to use it you have to almost constantly be doing sidewheelies to get enough cooldown to keep boosting so it's extremely annoying to even attempt to use. All the current world records for tracks in NR are done with the Interceptor (default vehicle) because no one wants to deal with trying to play with that thing. If there were any actual competition in NR aside form the current speedrunning community then everyone would be forced to use the Avenger just because it's ultimately the fastest vehicle. All of the vehicles had different handling, speed, hitboxes, etc. and because of this there would be unfair advantage in any kind of multiplayer or competitive setting.
In Distance, they're trying to make sure things are balanced because of the multiplayer. They are working on another vehicle for everyone to be able to use, but there was a tier you could have bought during the Kickstarter for a special vehicle, so that also needs to be available.
Creating custom vehicle models for use in-game is just not within the scope of what they're going for. It's not something they are "disallowing" but rather something they'd have to actually create the systems in order to facilitate it, and it would take too much time for them to try to implement, even if it were purely aesthetic and didn't affect handling, speed, hitbox, or anything else. It's just not within the scope. No one, not Kickstarter backers, or anyone else, is getting "custom" vehicles - you can edit the colors but as it is, there are only plans on adding two more vehicles - one for everyone and one for Kickstarter backers, but not "custom" models.
As for the progress on the other vehicle, here is a highlight I recorded from a previous dev livestream: https://www.youtube.com/watch?v=LpI8e0TT-xc
Distance is very much a skill-based game where learning the vehicle mechanics and practicing them are rewarded with the highly skilled competition at the top of the leaderboards. Having a ton of different vehicle options with different "stats" would just remove the point of learning any of the vehicles and only one of them would ever be used because it is the best/fastest.
Maybe I'm biased because I am one of the people going for global ranks, but seeing as the only other point besides leaderboards to playing would be medals, I don't see how a ton of vehicle options are really necessary unless you're trying to cause unfair advantages or disadvantages.
You say "seeing as the only other point besides leaderboards to playing would be medals.." This is simply not true. The reason why I play this game is because it is FUN. Not sure why you can't fathom someone playing this game simply for the experience. I am not competitive but I can certainly appreciate the uniqueness and downright gorgeousness of the game. I sure hope that after release the Distance community isn't totally comprised of pretentious elitists who think they are the only ones who can appreciate the game and if you aren't in the top of the leaderboards then you are obsolete or that your opinions don't matter.
I'm not trying to offend you personally but you seem to be representing a specific view of the game whereas I am here trying to show the community another very valid portion of the player base. It would be nice to hear the devs view on this topic and hopefully they would be open to try to create a middle ground for all of its players.
However, you don't develop a game without goals and achievements you intend for players to be playing the game for. You can play any game for fun, but most all games have a goal or specific purpose to be playing for - "fun" is subjective, you can't develop a game around fun, you develop around the mechanics and goals. All I'm saying is that the goal of Distance is medals or leaderboard ranks. Sure you can have fun without those, but that's not what they are developing for. Aside from reverse tag or soccer modes, the goals in mind for Distance are the medals, leaderboards, and competition.
Edit: The second vehicle used to have different mechanics from the current vehicle, but this has since been changed because trying to separate out the vehicles on the leaderboards was too much to do. Now the second vehicle has the same physics and collision as the first one so that they can use the same board for both vehicles:
https://twitter.com/torcht/status/831292897488023552
Try to keep in mind that Trackmania is Ubisoft-published and has many more developers than Distance does. Distance only has ~4 programmers (one of which also does PR and music/sound) and ~3 on the art team (one part-time). It takes a lot longer for supposedly "simple" things.
As for "when" it will release specifically, it's the first question it in their FAQ:
http://refract.com/faq