Hotshot Racing

Hotshot Racing

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RodRov Sep 9, 2020 @ 11:44am
Rubber banding A.I?
Really? Anyone can tell?
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Showing 16-30 of 30 comments
ZooL Sep 11, 2020 @ 1:17am 
Originally posted by UAZ-469:
It's not that bad, or maybe I'm not noticing it.

"Problem" is the slipstream, which is really strong, so the opponents simply push each other forward. The resulting destruction derby is more of an issue in my opinion.

I agree. the rubber banding is just part of the old arcade games it tries to mimic. I just wish the ai would not try to spin you out all the time (intentionally or not).
BUT i think it is not really rubber banding but the very strong slip stream. If you are lucky enough to get a full mplayer round (i got to play 3 full games yesterday on switch) you will notice quickly, that even without AI the field usually is very close together because people just stick like glue to each other because of the super strong slip stream mechanic.
Runig006 Sep 11, 2020 @ 3:34am 
I don't think is "ruber banding", is just that the IA is so ♥♥♥♥♥♥♥ fast, that is very dificult to win metters. At least in experts.

Don't now, i don't fell like they are cheating, even when the IA win some distance i can catch them.
Finishing_Dutch Sep 11, 2020 @ 4:10am 
There's more rubber banding here than in a rubber band factory. But: I think it works!

Usually I very much hate it, but in this particular, very specific instance... I think it actually adds to the experience. It's full contact racing, and the rubberbanding isn't just helping the AI, but it's also helping the player. There have definitely been situations where I rocketed past the entire field to retake first. Is it a fair racer? probably not. But I'm having a lot of fun just drifting and knocking into things. Don't take this one too serious for sure.
MMNXXXXFFDMA Sep 11, 2020 @ 5:02am 
catch up mechanic, aka rubber banding is lame.

this game was on my wish list... now it isn't.
tadashiiman Sep 11, 2020 @ 5:24am 
The AI is the worse in this game. While trying to get my controller to work, my car was stationary for many seconds but as soon as I got it moving I shot straight to first place. It's like the opponents were just chilling waiting for me. but then as soon as you take them over, they somehow start to drive faster than you no matter what you do.

VERY DISAPPOINTED.
Last edited by tadashiiman; Sep 11, 2020 @ 5:25am
Leigh Sep 11, 2020 @ 6:31am 
I mean, it is a arcade racer, it will have some rubber banding.

However, I feel it is more down to the super OP slipstreaming mechanic, more than anything else. The boost you get off a slipstream is easily as fast as a turbo charge. The AI will use drafting too so no wonder they are leapfrogging all the time.

I mean, the slipstreaming is cool, but I think it needs to be toned down a little.
HanSolo2204 Nov 21, 2020 @ 2:31am 
Is there any chance the developers work on some improments to reduce the massive and really annoying rubber band?
I understand, rubber banding could make sense and isn't bad at all, however, the way and intensity it's implemented in Hotshot Racing is just too much. For me it kills the fun and makes the game unenjoyable.
Please, overwork the rubber band AI and give us a competitive but enjoyable arcade racer.
GTCv Deimos Nov 27, 2020 @ 2:58pm 
Originally posted by Lei:
I mean, it is a arcade racer, it will have some rubber banding.

However, I feel it is more down to the super OP slipstreaming mechanic, more than anything else. The boost you get off a slipstream is easily as fast as a turbo charge. The AI will use drafting too so no wonder they are leapfrogging all the time.

I mean, the slipstreaming is cool, but I think it needs to be toned down a little.
This is the correct take. There's absolutely some rubberbanding in play, but the main culprit may very well be the fact that you can slip stream on any opponent that you can physically see in front of you.

And that was obviously deliberate, because it always gives players the opportunity to get ahead, and you will always need to defend your position. That's Arcade Racing 101, because the whole point is to have fun.
Purple Tentacle Mar 10, 2021 @ 6:58am 
Originally posted by Lei:
I mean, it is a arcade racer, it will have some rubber banding.
This isn't "some rubber banding", this is the single most extreme case of rubber banding I have ever seen.

It literally doesn't matter how well you play in anything but the final lap. No matter how badly you drive, you can always catch up in the final lap. No matter how clean and flawlessly you drive, the AI will always finish within about a second behind you. Reliably and in all difficulties.

This isn't "some rubber banding", this is simply broken:
Do whatever you want in the first rounds, none of it matters - just harvest some boost via drifting and slipstreaming but don't use it. Catch up to the AI in the final lap (this will pretty much happen if you want it or not) and then boost past it in the final stretch. This essentially works every time and on all difficulty levels.

Once you figure this out there is almost no motivation to keep playing the single player.
I have to ask if any of you are playing on any of the higher "difficulties"(more like speed classes, if I'm honest); because it seems to me that the effects of drafting and boosting become less severe in the higher "difficulty" modes.
Jet Uppercut Mar 10, 2021 @ 8:10pm 
The AI honestly ruins the entire game. I don't know why you'd get your intern to copy paste code from a 15 minute unity tutorial vid for your game's AI but damn is it bad.
So many expert cups ended because the AI is going 300MPH and rams me from behind, sending me into an uncontrollable spin into last place.
Purple Tentacle Mar 10, 2021 @ 11:56pm 
Originally posted by openroadracer #TrumpIsFIRED:
I have to ask if any of you are playing on any of the higher "difficulties"(more like speed classes, if I'm honest); because it seems to me that the effects of drafting and boosting become less severe in the higher "difficulty" modes.
As I said, my observation was universal to all difficulty levels - if there's a notable difference in AI behavior I don't see it. Harvest boost and drive however you like but don't use the boost - boost past the AI at the end of the final lap without getting hit -> works pretty much every time.
The goal above all else of the entire algorithm appears to be to create a tense, photo-finish, final stretch. Virtually none of the "before" matters and after a couple of races it becomes so painfully obvious, it essentially breaks the game.
Last edited by Purple Tentacle; Mar 11, 2021 @ 12:02am
Memph Mar 12, 2021 @ 4:09pm 
Done two races, one on normal, one on hard. Already thinking about refunding tbh.

Sucked on normal and the car handling was whack, but hard felt better with a more drifty car that didn't insta-wang off to one side 'cos I moved the stick 1 micrometer too far. Still, both races were annoying AF with every car behind CONSTANTLY auto-catching up and shunting into you - often right before corners. This is how noone but complete a-holes play in Grid MP.
I don't think I can stomach a full game of that crap :lunar2019deadpanpig:
Last edited by Memph; Mar 12, 2021 @ 4:10pm
Blank Mar 12, 2021 @ 5:48pm 
I don't think it's rubberbanding so much as the slipstream being overpowered
Even if you fall back 6 or 7 positions you can get back in first in a second so long as there's a nice chain of cars to slipstream off of. If there's too big of a gap then too bad you'll never reach the pack again since they're all getting free boosts and speed off each other
Last edited by Blank; Mar 13, 2021 @ 12:17am
harryorlsen Mar 12, 2021 @ 6:31pm 
Try expert dif. I am having fun here with this booster racer. :summer2019rims:
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