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purdisc  [desarrollador] 31 MAY 2017 a las 16:41
post critiques here
anything that isn't a bug or a strong feature request
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Mostrando 121-135 de 160 comentarios
purdisc  [desarrollador] 24 AGO 2017 a las 9:45 
hi TNH

Thanks for that.

Rain effect - Agreed. On the list. We have an Issue right now to toggle “weather” fx (like rain) off.

AI - Agreed - we will be getting round to changing the AI. Possibly different levels: Easy, Medium, Hard, Beast etc - it’s not a quick fix however.

Exhaust - Agreed - one of our polish areas



Publicado originalmente por TN Hoff:
A few critiques of the most recent update (which I love) -

  • Manahatta rain effect is kind of bad; aside from being dense and distracting (drops too thick?), the field of rain is tied to the player ship rather than the level, so the drops follow the ship rather than falling in place, making the effect look cheap. I'd rather have it turned off while you guys are working on a better effect.

  • AI ships are way too easy to defeat. I usually pass the whole field within the first half-lap; what if we had difficulty settings alongside the speed settings? The difficulty could effect things like accelleration and top speed of the opponents as well as the quality of their piloting. I think this could provide an enjoyable experience for a wider range of players.

  • Exhaust effect: I know you guys are probably sick of me saying it, but this effect stands out as weak compared to the excellent visuals of the rest of the game. It looks visually cheap, oddly sedate, and even a little hokey on the ships with many exhaust ports (Sabre). I think speeding up the particles themselves, adding a blur effect, using an animated polygon instead (Wipeout 1), or my favorite option: even just replacing them with a static flickering lens-flare sprite (subsequent Wipouts) would make for a cleaner, more convincing effect. I'd be satisfied if I could just turn it off and have the trail on its own.

    My thinking goes like this: the gasses coming out of a propulsion engine should be the fastest looking element in the scene - it's the explosive force driving the ship forward at blistering speeds - but they're one of the only things in the scene that don't look fast and don't have motion blur.

Really, though - that's about all I can think of at this point, at least for now. FF has come a very long way, and is starting to look and feel truly solid. It's at a point now where I'll be recommending it to every AG fan I know, where I'd previously been advising them to wait. Props for sticking with this project and continuing to improve it after release! It's becoming one of my favorite games.
Última edición por purdisc; 24 AGO 2017 a las 9:45
purdisc  [desarrollador] 24 AGO 2017 a las 9:47 
hi Hiten

Wouldn't disagree with you and we are planning this into future tracks.

Upgradeable cosmetics are still planned.

Publicado originalmente por Hiten:
Majority of tracks still much too narrow for FF1000/Elite speeds. Not sure how you guys expect the majority of people to get any enjoyment from these narrow tracks at ludicrous speed. There's a small percentage of people who will see it is a good and fun challenge, the 98% remaining will just quit out of frustration...


Other than that patch looks good, still hoping to see more seasons, tracks (and improvements), craft, liveries, and upgradable visual parts (pretty sure a dev mentioned this?).
KG_03 2 SEP 2017 a las 1:50 
Yes they do. They can change how fast the craft is turning how high its floating, how fast the airbrakes slow dow the craft or make it drift.
Olento™ 2 SEP 2017 a las 4:52 
There are a few things about the game I don't like.

Some of the more major problems I have with the game are these:
  • This has been said before and I will say it again: The AI is too damn easy. You can get ahead of everyone in only a few seconds. It's not fun to play against the AI when it doesn't even try to put up a fight.

  • The game modes all feel the same. Every single one of them is pretty much the same game mode except with some slight differences.

  • The campaign is not really that fun to play. I've completed it but I can't say I enjoyed the experience. It feels repetitive because the tracks are being introduced a bit too slowly and because the game modes feel too similar. Also, the easy AI means that there is no challenge so the campaign is overall really boring to play.
    The beast used to be somewhat challenging but then you went and made him easier. I can understand why you did it but that doesn't really mean I like it.

And some minor problems:
  • The rain effect on mannahatta looks a bit cheap at the moment. It looks especially cheap when the rain completely disappears when you enter a tunnel or go under a bridge.

  • Voxel still has a habbit of getting stuck to the walls. I've played enough time trial to learn each track well so wall grinding isn't a big problem for me but... when it happens it's incredibly annoying.

  • In my opinion some of the music tracks you've added to the game don't really fit well into the game's atmosphere. For example that Dub FX - Senorita remix really feels out of place.

  • Mines are annoying because they're small and hard to see (especially on the higher speed classes). Combine that with narrow track design and they're a nightmare to avoid.

And I think that's it.
Última edición por Olento™; 2 SEP 2017 a las 5:48
jeo12287 2 SEP 2017 a las 6:32 
Angryman, master of leaderboards,

I agree with your comments:
  • AI too easy and no challenge; Perhaps adding a choice with differents AI levels

  • Musics tracks are really fun and immersive, except the 2 last ones and Dub FX which are really disturbing.

  • The campaign still needs too improve with more content.

I would add few more:
  • There are too many bugs with leaderboards. In order to beat the Midtown FF4000 records you need to play the track in the campaign FF2000!! It was the same before the 30th june patch wich connected leaderboards only to time trial. Please, make something for that.

  • My 95% play is for leaderboards because of the challenge, but I'm really bored to play other modes in order to make money because of the missing challenge.

  • The cards system to customize and boost your crafts is a really good idea, but it is a one way system. I mean that I never change the cards as they do not have enough impact on each other. The need here is to improve the balance of the cards impact.

  • If my comments seems negatives, be sure that I'm still here playing because, this game has a so big potential. Please, keep going on making the game better and better in order to have interesting future campaigns to play.

Thank you for all the hard work, developpers.
Última edición por jeo12287; 2 SEP 2017 a las 6:33
KG_03 2 SEP 2017 a las 8:59 
I agree with everything said above. Still love the game and play it often to beat laptimes...but Angryman is simply unbeatable 😀😂
I think that all modes are not challenging bcs of the AI. Maybe chcanging the Endurance to "Last man standing" would be better? The race would look like deathmach and it would be all about weapons not distance.
Última edición por KG_03; 2 SEP 2017 a las 9:00
Strawberry Jam 3 SEP 2017 a las 15:01 
Have to agree with this one. I miss the grandstands / crowds and baloons from Wipeout, right now the tracks feel a little dead. I think the tracks just need a little more worldbuilding and atmosphere--they feel little a bit like they exist in a vacuum, rather than as real places with spectators.

Also, it would be nice if some of the team identity and lore from the FF website could make it into the game somehow. Right now, the only real difference between say, Yangs, Midas and Garuda seems to be mainly a color scheme and a logo.

Publicado originalmente por Aidan:



. . . buildings which overhang the track with lights on them, large neon signs, a giant inflatable cat, fireworks going off in the background, and buildings which show crowds inside observing the race. Manhattan, in comparison, just feels empty. The track lacks any unique set pieces or really any moving parts and just feels lifeless. . .

Set in the year 2075 Formula Fusion is supposed to take place in a futuristic racing competition born on the back on F1 racing. But, if this is so then where are the crowds? Why am I racing in abandoned cities on purpose build tracks? . . .
Strawberry Jam 3 SEP 2017 a las 15:16 
I agree about the music. I think something like Progressive Breaks would fit the game much better than Drum and Bass, which feels kind of strange and doesn't really do it for me. The original Wipeout games had mainly trance, prog house, and breaks OST's, and I feel like that was a good creative direction that still holds up well today. Also, while I appreciate the inclusion of Psy Trance in the OST, the intros on the songs that are included are often too quiet and long--the intros need to be cut way down, the race is usually halfway over before the beat drops.

Publicado originalmente por Angryman:
There are a few things about the game I don't like.

  • In my opinion some of the music tracks you've added to the game don't really fit well into the game's atmosphere. For example that Dub FX - Senorita remix really feels out of place.

Publicado originalmente por jeo12287:
Angryman, master of leaderboards, Musics tracks are really fun and immersive, except the 2 last ones and Dub FX which are really disturbing.

Última edición por Strawberry Jam; 3 SEP 2017 a las 15:18
Ghost_Train 3 SEP 2017 a las 15:34 
Publicado originalmente por Strawberry Jam:
I agree about the music. I think something like Progressive Breaks would fit the game much better than Drum and Bass, which feels kind of strange and doesn't really do it for me. The original Wipeout games had mainly trance, prog house, and breaks OST's, and I feel like that was a good creative direction that still holds up well today. Also, while I appreciate the inclusion of Psy Trance in the OST, the intros on the songs that are included are often too quiet and long--the intros need to be cut way down, the race is usually halfway over before the beat drops.

Publicado originalmente por Angryman:
There are a few things about the game I don't like.

  • In my opinion some of the music tracks you've added to the game don't really fit well into the game's atmosphere. For example that Dub FX - Senorita remix really feels out of place.

Publicado originalmente por jeo12287:
Angryman, master of leaderboards, Musics tracks are really fun and immersive, except the 2 last ones and Dub FX which are really disturbing.


Last i saw, you can edit the playlist to not include songs you dont like. Although i personally think it needs work to more easily manage the songs. I dont remember being able to play the tracks from that screen though. I coul only read the artist/titles, which isn't helpful for shaping your playlist made of music you cant hear.
Industrial_AI 18 SEP 2017 a las 15:29 
I played the game for the first time over the weekend and cleared the campaign yesterday.
I had quite a bit of fun with it and I'm glad I bought it.
However, I do have several gripes with it.

1) Arrow signs.

I do feel like this game is in dire need of signs in front of most of its turns, either at the edge of the track or above the entrance of the turn or even as part of your HUD (or maybe a minimap?).
As it stands right now, when driving a track for the first time, especially on particularly bumpy tracks, it's often too late to turn correctly by the time you see the arrows within the turn.
So what this meant for me on any of the more technical tracks was that I basically resigned myself to restarting 10 times on any new track until I knew all the turns by heart.
This is a non-issue as soon as you know the tracks, but it is quite a problem when you start out.

2) Pickup width.

The pickups are tiny when compared to the boost pads. While I don't think they need to be just as large as those, I'd really like these to be just a tiny bit larger. I hate to fly over the base of a pickup without getting anything.

3) Graphic effects on Manhatta.

Just from skimming the above posts, I've noticed rain will be addressed. With the rain, the reflections and the bloom (for example from the permanent bright pink glow of "tank" on your own craft), I couldn't see anything on Manhatta until I knocked post-processing and effects to low.

4) Niagara.

Taking tight corridors at speed is challenging. I understand.
But funneling 9 rampaging AI racers right on top of each other into these tiny corridors at the absolute start of the race is just a bad idea in my eyes. When you always start in last place and have to go through that mess every single time, it's just a terrible experience. And the worst of all is the fact that there's weapon pickups right in front of there. You won't get one, because you start in last. But the AI does. Nothing beats taking a tight turn while 9 racers are pinballing all over the place, using EMP shockwaves and throwing mines in your path.
Most of my (endurance) races on Niagara were just restarting after a minute until I didn't lose 75% of my health to random chance. Later I settled for hanging back until the AI cleared that part before catching up later.
I get that you can't rebuild the track entirely. I get that maybe you might not want to move the start to a place that doesn't immediately lead into one of these two funnels before the field had a chance to stretch out a little. But I'd really like for the weapon pickups to be removed from these places or disabled during first turn or something along these lines.

5) I wish there was more of it.

I devoured this game basically over one weekend. It was fun and challenging and I liked the way you could customize the behavior of your craft just the way you needed it. I'd love for you to keep adding tracks in the future.
Keep up the good work!
megatimus_prime 3 OCT 2017 a las 10:25 
On the subject of pickups, they are somewhat hard to see on brightly colored tracks.
Especially in Atlas Torres, shield pickup really blends with the blue transparent track. (which I really love, so hope you don't change that.)
I understand that the pickups are supposed to be holographic projection, but their transparent nature and relatively small size kind of limiting the visibility I think.
megatimus_prime 5 OCT 2017 a las 8:28 
So I've been playing campaign for awhile (I gotta firm tech credits)
I think some of pilots here would agree that most of high dificulty in later classes comes from lack of reliable method to regain shield (and you cant recover healt at all).
There's just too few shield pickups and they give too little regen compare to number of weapon pickups.
And not to mention the alarming amount of damage your craft sustatins from various collisions.
I'm assuming DNF is not a thing in FF because ratio of damage versus recover is so dispropotional.
I don't know, there should be a clear consequence for not taking care of your craft, just allowing inf respawn seems too caotic to me.
Anyway, like others have said before, shield needs buff (in qty or effects or both) or rework, personally I'd liked unified pickup with absorblike WO better.
purdisc  [desarrollador] 5 OCT 2017 a las 9:36 
Thanks MP

Noted

Publicado originalmente por megatimus_prime:
So I've been playing campaign for awhile (I gotta firm tech credits)
I think some of pilots here would agree that most of high dificulty in later classes comes from lack of reliable method to regain shield (and you cant recover healt at all).
There's just too few shield pickups and they give too little regen compare to number of weapon pickups.
And not to mention the alarming amount of damage your craft sustatins from various collisions.
I'm assuming DNF is not a thing in FF because ratio of damage versus recover is so dispropotional.
I don't know, there should be a clear consequence for not taking care of your craft, just allowing inf respawn seems too caotic to me.
Anyway, like others have said before, shield needs buff (in qty or effects or both) or rework, personally I'd liked unified pickup with absorblike WO better.
KG_03 5 OCT 2017 a las 15:44 
Are there any news about upcoming patches/new content?
purdisc  [desarrollador] 5 OCT 2017 a las 16:50 
Going to be posting soon to update everyone on what's going on generally

Publicado originalmente por KG13:
Are there any news about upcoming patches/new content?
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Publicado el: 31 MAY 2017 a las 16:41
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