Tokyo Xtreme Racer

Tokyo Xtreme Racer

[BUG][Issue] BOSS [SHUWA SHUWA STRONG] is too powerfu, and players have tried their best but still cannot defeat it
New game balance bug issue, BOSS [SHUWA SHUWA STRONG] uses a vehicle [MAZDA3 FASTBACK 20S Retro Sports Edition (BPFJ3R)'23] that is too powerful. It can reach a top speed of 400km/h in a straight line, even though my vehicle has 340 horsepower, I still tried my best but couldn't defeat it....
As attached:
https://steamcommunity.com/sharedfiles/filedetails/?id=3429922927
https://steamcommunity.com/sharedfiles/filedetails/?id=3429922882
https://steamcommunity.com/sharedfiles/filedetails/?id=3429922827
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Viser 46-55 af 55 kommentarer
Oprindeligt skrevet af Staxzilla:
so you don't want to set up a advantageous situation because it "takes time" but instead want to complain about the balancing of the current situation.

But the caveat is on the playerbase to try to figure out the solutions to the issues at hand by themselves.
The point was it breaks immersion. In a game about cruising the loop freeways of Japan. In any media depicting this subculture, the racers randomly come across their rivals or endlessly loop around until they eventually encounter them. They don't know exactly where they are in the loop and target them specifically or wait until they're at a certain area.

Well ofcourse, people want to win so they will do WHATEVER IT TAKES like literally "cheesing" and taking advantage of poor NPC programming or abusing the no penalties from crashing game design. The fun of the game is trying to play it realistically- driving cleanly and relying on your car tuning and driving skill to win against Rivals.

Why even pick up this game based on true, real-life locations with seemingly realistic freeway racing subculture? If I wanted some goofy mechanics like crashing into Boss NPCs to win against them, I'd have chosen Grand Theft Auto 5 or Need for Speed. I guess only some people really value clean driving or playing the game as in the intended design. (Unless Genki really intends for you to crash into the enemy Rival cars and it seems like they are leaning into this I suppose which sucks).
Staxzilla 23. feb. kl. 11:43 
Oprindeligt skrevet af Ishinoyonitsuyoi:
Oprindeligt skrevet af Staxzilla:
so you don't want to set up a advantageous situation because it "takes time" but instead want to complain about the balancing of the current situation.

But the caveat is on the playerbase to try to figure out the solutions to the issues at hand by themselves.
The point was it breaks immersion. In a game about cruising the loop freeways of Japan. In any media depicting this subculture, the racers randomly come across their rivals or endlessly loop around until they eventually encounter them. They don't know exactly where they are in the loop and target them specifically or wait until they're at a certain area..
"or wait in a specific area" aka pushing them to that spot, in the current state or devs reading add a time skip feature to let you find them at a specific time in their predetermined route.
Oprindeligt skrevet af Staxzilla:
"or wait in a specific area" aka pushing them to that spot, in the current state or devs reading add a time skip feature to let you find them at a specific time in their predetermined route.
Yeah, like that is so funny to me. To imagine someone spending like an hour, just by pushing the Rival NPC behind their car so they would be at a better part of the loop, because the game mechanics are unfinished or not well thought-out. :MHRISE_Felyne:

A time lapse feature would be sick. Like, maybe if you entered into any Parking Area, it would be a detriment to you because it would move your time an hour or two. That would be a cool gameplay feature. Maybe the more people you converse with, the more time passes. The more you battle people in the PA, more time elapses, etc. That would fix all that "cheese." :mhwgood:
Sidst redigeret af Ishinoyonitsuyoi; 23. feb. kl. 11:49
Staxzilla 23. feb. kl. 11:59 
Oprindeligt skrevet af Ishinoyonitsuyoi:
Oprindeligt skrevet af Staxzilla:
"or wait in a specific area" aka pushing them to that spot, in the current state or devs reading add a time skip feature to let you find them at a specific time in their predetermined route.
Yeah, like that is so funny to me. To imagine someone spending like an hour, just by pushing the Rival NPC behind their car so they would be at a better part of the loop, because the game mechanics are unfinished or not well thought-out. :MHRISE_Felyne:

A time lapse feature would be sick. Like, maybe if you entered into any Parking Area, it would be a detriment to you because it would move your time an hour or two. That would be a cool gameplay feature. Maybe the more people you converse with, the more time passes. The more you battle people in the PA, more time elapses, etc. That would fix all that "cheese." :mhwgood:
yeah you know what I am gonna post a thread for that last paragraph and see if it can gain some traction, maybe it can do some interesting balancing issues by buffing weak bosses and give players more investment into thinking about encounters.
Evolacoaster 23. feb. kl. 12:24 
Oprindeligt skrevet af Ishinoyonitsuyoi:
Yes, Shuwa brakes when cornering, but he's still stupid fast where this Boss is gating a third of the game from the player.

This is my biggest problem with how the boss is even framed. TXR has a very linear progression path. If I boot up the game now I still have a bunch of CP and BP banked with nothing to spend it on until I beat one boss.

Even in other games with a similar progression system you would be given the tools to feasibly break through that wall. Whether that is via grinding for cash to buy a car or mods of similar spec, or let you grind for the level requirement for said car/mods.

There are plenty of ways to even out the playing field in situations like this without wasting time shunting your opponent into a position where you gain an advantage. You could have a system where you call your opponent at a particular spot and issue a challenge after you've raced them for the first time. The game doesn't have a day/night cycle, but there is nothing to stop you having a dynamic traffic system where you encounter a build up of traffic on certain junctions, or even lanes closed off. Even paying a stake up front to race at a particular location would be better than what you have now.

I love that this game has an early/mid 00s racing game feel to it, but its bringing along with it all the baggage most of the games from that era had. There were hardware/software limitations in place back then that would stifle innovation as far as driver AI is concerned. I haven't seen much rubberbanding in this game, but I know its there, and its one of the biggest crutches in racing games to try and keep things challenging. If developers are still relying on that kind of thing it doesn't bode well for the rest of the mechanics.
Oprindeligt skrevet af Evolacoaster:
Even in other games with a similar progression system you would be given the tools to feasibly break through that wall. Whether that is via grinding for cash to buy a car or mods of similar spec, or let you grind for the level requirement for said car/mods.
Yep, like I mentioned before. Someone recently beat souls games without getting a single damage and using only a beginner character with no upgrades or gear. It is an example of excellent game design by letting the player do as they please until the end. It took skill.

Oprindeligt skrevet af Evolacoaster:
The game doesn't have a day/night cycle, but there is nothing to stop you having a dynamic traffic system where you encounter a build up of traffic on certain junctions, or even lanes closed off. Even paying a stake up front to race at a particular location would be better than what you have now.
Yes, I brought up this recommendation too. Dynamic traffic (more so including traffic congestion and lane or road blocking by construction or accidents), more distinct Rival driving gap or skill characteristic the player could fight against would mix it up.

Why can't we have incredibly nuanced and detailed Rival NPC programming? Why can't they randomly park at a Parking Area to provide fresh new challenge? Why can't we see them on the loops racing each other randomly? Why can't we be given hints by the PA gossip of how Shuwa sucks at cornering or how Melancholic Angel is terrible at dodging obstacles or traffic? So much possibility here. I hope Genki follows through- but it seems like they're just remaking their old game into a new engine which sucks. They have a chance to make a great game legendary.
Sidst redigeret af Ishinoyonitsuyoi; 24. feb. kl. 12:27
AJawesomesauce 23. feb. kl. 16:55 
lmao, people crying about these bosses that are not super hard. There is a strategy to it. Cheesing bosses is part of TXR. I slammed him into a wall and won 2nd try.
MontyPla 23. feb. kl. 21:46 
He's just fast in straightaways. He sucks at cornering. Take him on going north on the Yokohane upbound or Haneda upbound. I did it in a Silvia.
Sidst redigeret af MontyPla; 23. feb. kl. 21:46
Oprindeligt skrevet af AJawesomesauce:
lmao, people crying about these bosses that are not super hard. I slammed him into a wall and won 2nd try.
Yes, because this is how you win freeway loop racing in real life- in a game that supposedly tries to recreate real life the best it can with realistic cars and accurate road modeling. By crashing into poorly-programmed Boss NPC. Its lazy or unfinished programming made as a feature or game mechanic. :MHRISE_Felyne:

Its not a Burnout or Wreckfest game.

https://www.youtube.com/watch?v=VH71sOojp78
Sidst redigeret af Ishinoyonitsuyoi; 24. feb. kl. 12:31
All you gotta do it just challenge him at a corner, get in front, and stay in front by blocking his overtake attempts, I did it in the starter AE86 with the max tuning I could get at the time. TXR has always been about strategy, not brute force.
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