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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
Wouldn't disagree with you and we are planning this into future tracks.
Upgradeable cosmetics are still planned.
Some of the more major problems I have with the game are these:
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:
And I think that's it.
I agree with your comments:
I would add few more:
Thank you for all the hard work, developpers.
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.
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.
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.
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!
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.
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.
Noted