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The people who have nothing to lose will quite happily total their car if it means damaging yours.
On a side note I hope that whoever signed the 20 year EA exclusive contract at Porsche was fired.
I often think about the consequences of the Porsche exclusivity deal. That was a long time ago now, and all the kids playing racing games with RUF because of it have grown up, am I alone in despising the entire brand? I dont even consider them compared to the other manufacturers I actually grew up with.
That doesn't prevent them from implementing stronger mechanical damage.
Totally agree and thats exactly how I perceive them now. I wonder if Stellantis brands will have the same connotations with people learning about cars through racing games today.
Ghosting offenders after their first contact then slowing them temporarily on future attempted infractions in the race so they can't just drive through the entire field might be a feasible alternative but does have some pretty decent immersion breaking potential for the rest of the field.
Maybe add an auto disqualification &/or kick after a couple bumps as standard for MP races? I see something like that in options for single player freeplay rules but not sure if that's in multi?
What's worse for me is that single player Drivatars seem to be almost as bad w/ contact in this iteration, both of the unintentional & "oh you're 50-75% of the way through a clean pass, let me turn into you" or brake check varieties... Seems to be completely random how the penalties are assigned after the contact as well.
I can't remember who said it - it might have been Failrace - but the drivatars have been trained on real human behaviour and they have learned from the best. At ramming that is.
I've actually been passing a drivatar on a straight and the drivatar had the racing line and it still swerved to hit me as I went past. There is no way that's computer behaviour. That _has_ to have been learned from a human.