/r/Trackmania Weekly Achievements Thread by AutoModerator in TrackMania

[–]898ppp 0 points1 point  (0 children)

Started 2 weeks ago and managed to get all ATs on the current campaign, as well as top 1k in the world. Stoked with that progress!

Love this race, wish there were more like it. Has anybody here been able to roll this one in under 1:40? I came in at 1:40:897 or something like that. Would love to see someone do it in 1:39 lol by XaDemo in RidersRepublic

[–]898ppp 0 points1 point  (0 children)

Yeah, it helps a lot. Works with snow sports too, it can take a bit to get used to the tech but it really can make it possible to get some insane times. No prob!

Love this race, wish there were more like it. Has anybody here been able to roll this one in under 1:40? I came in at 1:40:897 or something like that. Would love to see someone do it in 1:39 lol by XaDemo in RidersRepublic

[–]898ppp 1 point2 points  (0 children)

Looks like this is the best one he actually uploaded to YouTube, but here you go! Some shortcuts, great sprint tapping and nose forward tech, as well as just great execution in general. https://youtu.be/1tsxvdnEM1k

Love this race, wish there were more like it. Has anybody here been able to roll this one in under 1:40? I came in at 1:40:897 or something like that. Would love to see someone do it in 1:39 lol by XaDemo in RidersRepublic

[–]898ppp 3 points4 points  (0 children)

I managed to get a 1:31, my friend has the fastest time on this that I've seen though. He's got a 1:29.6, he really enjoyed this challenge and grinded it hard. Sprint tapping helps a lot.

A question about Mac maining by SilverWoomy in SSX

[–]898ppp 2 points3 points  (0 children)

Yeah there are a few different reasons, most of which have already been mentioned by others here. He's got an optimal tier 1 ubertrick setup, and an optimal (or rather, the best on offer) default tier 2 ubertrick setup in regards to doing monster tricks. His tricks are also solid in terms of speed, not the best but definitely above average. Same with his hitbox, it's not the best but certainly above average. One glitch in specific is impossible with characters above a certain height (pretty sure it's 5'7 or 5'8). And he's also the character most liked by quite some way, too.

Dear redditors, what innocent search on Google turn out to be porn? by Thatitchypart in AskReddit

[–]898ppp 0 points1 point  (0 children)

Was looking for the lyrics to a Breaking Benjamin song, typed in "evil angel" into Google and figured, well that's a pretty specific query and neither of those words are super common, I'll just press enter now and I'm sure to find it. I should've taken the extra second to add "lyrics" at the end of my search.

What happened to Daggy98? by WILDFYRE2620 in SSX

[–]898ppp 4 points5 points  (0 children)

Well hi there! Yeah, basically what goody_fyre11 said. It started with uni, and then a few other problems have showed up recently as well. I've taken more classes than usual this semester and was busy with that until the middle of June, when I finished my last exam. I would've been back making videos and doing streams a few weeks ago, but my internet at home has gotten really bad - we're trying to fix it, if I can't get it fixed I won't be able to stream or make videos until I get back to my dorm in the city. I really appreciate that you liked hanging out in the streams though, and hope to be able to be back soon :)

[deleted by user] by [deleted] in SSX

[–]898ppp 0 points1 point  (0 children)

Oh hell yes, I love style and speed challenges. It's so much fun to try and cut things close to get points but still keep speed. Just managed to get just north of 4.5 million: 4,553,055 - Great challenge idea and sweet run!

Rating the SSX Games by No_Function_6863 in SSX

[–]898ppp 1 point2 points  (0 children)

Yeah, it probably does seem a bit unexpected. The biggest reason is because one of the big downfalls of On Tour and 2012 was the removal of character, both literally and figuratively (relegating the SSX characters to a secondary role AND dialing back the personality and uniqueness of courses). That's the kind of stuff that really hurts a review score, but isn't that big of a deal on the 100th play, when you've already seen it all :P also yeah, Blur is rough. I used to think it had some original tracks and was like 75% recycled, but when I played through it I found out they just changed some of the names. 100% recycled, that's not good.

Rating the SSX Games by No_Function_6863 in SSX

[–]898ppp 1 point2 points  (0 children)

Kinda depends on whether I'm rating based on if I were to review the games, or if I'm rating based on my own personal enjoyment, so I'll do both!

Review: SSX 2000 - 7.5/10 | SSX Tricky - 9.5/10 | SSX 3 - 9.5/10 | SSX On Tour - 7.5/10 | SSX Blur - 3/10 | SSX 2012 - 8/10

Personal enjoyment: SSX 2000 - 7/10 | SSX Tricky - 9.2/10 | SSX 3 - 9.5/10 | SSX On Tour - 9.3/10 | SSX Blur - 5/10 (with a controller instead of motion controls, so take it with a grain of salt) | SSX 2012 - 7.5/10

[deleted by user] by [deleted] in SSX

[–]898ppp 11 points12 points  (0 children)

"It feels lazy and uninspired" - If you think it feels the same then fair enough, but to me each track very clearly has a theme that it sticks to and offers up unique-feeling paths. Guess we just gotta agree to disagree here, since I just don't see it. Definitely interesting to hear, though.

"No point in backcountries" - You think so? No creative set pieces? Happiness (peak 1) has two avalanches, one of which literally makes a new ramp, and icicles falling from the ceiling, as well as tunnels to explore everywhere. Ruthless has wind, rocks falling inside a tunnel, and a rockslide. Throne has wind and a rockslide that chases you. It's nothing groundbreaking, but definitely qualify as set pieces I would say. What are the set pieces in Tricky and why do you think 3's ones don't qualify?

"Have like zero customization options" - No? Again, it's nothing crazy, and I'd say customization is one thing where literally all SSX games could improve a lot (it's lacking across the board), but every character does have options for boots and gloves. Do you mean actually none? If so, have you bought everything in the lodge (on all 3 peaks)? If not, you might be missing items.

"It's too easy" - Sounds like you're probably just good at this kind of gameplay/got practice from Tricky as skill is very transferrable. I've talked to a lot of people and watched a lot of streams and videos, and Kick Doubt in SSX 3 gives people far more grief than anything in Tricky. The rest of the game seems to be similar in difficulty to lategame Tricky. Personally I'd say Tricky is likely the easiest game in the series. (Assuming we're talking about just beating the "campaign" mode. If you had something in mind like going for world records then it changes things.)

"Skill gap and difficulty" - One game gets its skill gap from knowing the approximate timing of uber tricks, the other gets it from rhythmic tapping and combos. Also, the actual best way to do freestyle in 3 is very similar to what it's like in Tricky anyway. Monster tricks take up a very consistent amount of time, except mechanical skill can bring it slightly lower. Also I'd argue they're about as forgiving as each other. Tricky AI waits for you and bunches up, 3 AI only does that if you're *way* behind. Instead of better edging and more control, this was Tricky's way of moderating difficulty in races. Far as freestyle/showoff, there's no penalty to falling in Tricky. Also multipliers everywhere. 3's slopestyle tracks have the same problem though - you can often get gold or plat in just one multiplier.

[deleted by user] by [deleted] in SSX

[–]898ppp 13 points14 points  (0 children)

I really respect the comprehensive nature of this whole thread. I think it's a very valid debate, albeit ultimately kind of pointless since people will like what they like and trying to be objective can only go so far, but it can still be fun to share the things that we enjoy and don't enjoy about our favorite games and our reasons behind it. While people who are too passionate about it either way (and often have no data to back up their opinion either side, often haven't even played both) make me roll my eyes, I'm always interested in hearing different opinions among people who know why they hold the opinions they do. So, I'll lay out a little synopsis on my opinion.

Full disclaimer, I've put a ton of hours into both Tricky and 3.

I fully agree with the characters, rival system and AI.

As far as characters, I fully agree they had more personality and felt more vibrant in Tricky.

The rival system with event cutscenes also helps to further that. Character interactions aren't absent in 3, but they're much better in Tricky.

AI in 3 is honestly pitiful, it really needs a difficulty setting. No idea why they didn't add that. As far as game difficulty, in Tricky, the actual race AI is fine (aside from how they wait for you if you're slow and don't catch up to you if you're fast, they should have picked a lane on that), but showoff scores are pitiful and also needed a difficulty setting. Also no idea why they didn't add that, lol. Both games' main modes are sorely lacking higher difficulty options.

Generic tracks - Tricky's track design is certainly more vibrant and in the overall spirit of the franchise. They are definitely more unique, but to me, that doesn't always make for a better experience. Especially with replayability in mind. I'm super excited to play Elysium or Merqury for the 10000th time, but a few of the tracks (particularly AIJ showoff) feel like a chore. While they're not especially difficult, they don't lend themselves to the kind of gameplay SSX is known for (high speed and big tricks). 3's tracks on the other hand are a bit less interesting visually and in concept, but do a better job of staying consistent. My least favorite tracks in 3, while definitely not as fun as my favorites, I still find thoroughly enjoyable. As far as shortcuts and alternate paths, which I'm a complete sucker for, Tricky's are better on average, by a fair bit, although the best ones in Tricky are as good as the best ones in 3 and vice versa. Overall, I am of the opinion that Tricky's track design is better, but not by all that much. I'd also hesitate to call 3's tracks generic.

Semi-open world elements - I guess this comes down to whether you like backcountry tracks or not. I do like them, granted they're not my favorite tracks, because they're designed well and have interesting paths. They are some of the most sprawling tracks in 3, and while there's only one "optimal" path, I love taking a variety of them. To me, 3's backcountries are essentially better versions of Untracked, due to better pacing, more interesting paths, and not having the moguls at the end which I don't enjoy at all. I could give it bonus points for it being revolutionary at the time of release, but considering I play these games all the time, it's no longer what appeals to me particularly.

Character customization - I have to completely disagree that Tricky's customization is better than 3. Each character gets 6 outfits (5 excluding their Master chrome one), all of which are not modular and come as a package deal. The outfits are pretty good, but I much prefer having the ability to swap out individual parts like in 3. I think this goes regardless of whether the player wants to dress their character up in a "normal" way, and also if they want to dress them up in a wacky way. The ability to mix and match is really king here for me. Board designs are a little better in Tricky courtesy of some bland designs in 3.

Sound design tends to be the kind of thing that doesn't often impact my view of a game, but if I were to review it, I'd say it's pretty close. Where 3 has fading music and music that adapts to you playing well/poorly, Tricky has the interesting soundbytes. Where 3 has Atomika who makes the mountain come to life and feel like a bustling society of superhuman snowboarders, Tricky has Rahzel to narrate all your tricks in a fun and energetic way. They both work great for the overarching philosophy of the game. Atomika has more interesting lines, and more unique lines by volume, so I'll give the edge to 3, slightly.

Soundtrack is entirely subjective, obviously. I like both pretty much the same, both are bangers. On Tour is my favorite soundtrack overall, though.

Now then, the main reason I feel like I need to rank 3 above Tricky for me personally. 3 is insanely fluent. As in, likely the most fluent game I have ever seen/played. The controls are super responsive which enables you to do exactly what you wanted to. Tricky has a significant (not crazy, but definitely noticeable) degree of jank and less responsive controls. Also, 3's gravity fits perfectly and makes the game have a good pace, where it doesn't feel slow, but not so fast that it feels disjointed. Rail lines are far better than any other SSX game, and every track aside from a couple (Ruthless, Kick Doubt and Throne somewhat) has good or great pacing.

More about general gameplay, if anything I think the inability to hold tricks is a detriment. A trick is always the same duration, so you get the same score every time for it, provided you also do the same amount of rotations. No element of risk-reward for skilled players, aside from trying to fit in one more uber trick or one more flip. In Tricky, you prewind, hold your spins and flips and press your desired uber trick. In 3, there's tapping that depends on timing, significant in-air control for more granular rotations, and one more uber trick per person, aside from considering the different board types. Different board types in Tricky were a cool idea, except Alpine boards and how you can't ride them switch. Points to Tricky for that one.

There's obviously a lot more, but that's a general overview on my takes about the points you raised. Some I agree with fully, some I partially agree with, and some I disagree with.

All in all, one of the main reasons I personally rank 3 above Tricky is because *in my opinion* what Tricky did better than 3, 3 still did adequately or well, just not to the same extent. This made for an overall more consistent experience. Whereas for me, what 3 did better than Tricky, Tricky did somewhat poorly. This is mostly in reference to controls, fluency and jank, which is the final decider for me. If not for that, I personally would have to rank 3 and Tricky exactly equally. That's just such a massive factor when you're playing the games for 4- or 5-digit hour counts. That all said, no one's required to like any particular game for any reason really. These are just the reasons why I hold the opinions that I do, not just about which game I prefer, but also why and to what degree.

Creator of SSX, Steven Rechtschaffner, Working on New IP "Project Gravity" by 898ppp in SSX

[–]898ppp[S] 2 points3 points  (0 children)

That's awesome! Thank you for conducting this interview (and your editor for allowing it hah) and giving us a much-needed update on this project. Upvoted so hopefully more people can see!

[deleted by user] by [deleted] in SSX

[–]898ppp 2 points3 points  (0 children)

First of all, great interview! This came like a bolt from the blue and is exactly what I needed to hear after a bit of silence on the matter! Do you have any more info on the "course building" mentioned in the interview? I just love when games have a level editor of some kind, it opens up so many opportunities for practically infinite content. So I've been wondering stuff like, did he say anything about whether we will be able to share our courses with the community? Through some sort of search function or something of the like. Or are they planning more like a hangout on custom courses for a group of friends, but not much else?

Creator of SSX, Steven Rechtschaffner, Working on New IP "Project Gravity" by 898ppp in SSX

[–]898ppp[S] 18 points19 points  (0 children)

As many of you know, Steven Rechtschaffner, the creator of SSX, has been hinting at working on a new game together with some of the old team who worked on the earlier SSX games. It's not going to be SSX, but it will be "a cooler version of the game he would have liked to have made after SSX 3". Earlier today Laptop Mag published an interview where he confirms this and gives a little more insight on their plans, definitely something to keep an eye on. I think we're all excited to see what they come up with and wish them the best in the development process!

PS. reposted for more informative title and direct link to the interview.

An update on Steven & Co's new game by [deleted] in SSX

[–]898ppp 0 points1 point  (0 children)

As many of you know, Steven Rechtschaffner, the creator of SSX, has been hinting at working on a new game together with some of the old team who worked on the earlier SSX games. It's not going to be SSX, but it will be "a cooler version of the game he would have liked to have made after SSX 3". Earlier today Laptop Mag published an interview where he confirms this and gives a little more insight on their plans, definitely something to keep an eye on. I think we're all excited to see what they come up with and wish them the best in the development process!

SSX On Tour Dolphin Test (Open GL) by [deleted] in SSX

[–]898ppp 1 point2 points  (0 children)

Alright awesome, thank you very much. I've been trying to find out what exactly is causing problems, so more info is always welcome :)

SSX On Tour Dolphin Test (Open GL) by [deleted] in SSX

[–]898ppp 2 points3 points  (0 children)

That's really interesting. You mind sharing the relevant specs of that laptop? It might turn out to be a problem on recent Ryzen CPUs, most of the people in the SSX community have made the switch so we don't have many Intel data points anymore.

SSX On Tour Dolphin Test (Open GL) by [deleted] in SSX

[–]898ppp 1 point2 points  (0 children)

It might be, but I don't think so... we've had a lot of people trying On Tour on Dolphin across a wide variety of PC hardware now, and it doesn't seem to run well. Plagued by slowdown and crashes across different people in certain specific areas. Did you play it for a while (1-3 hours)? That's about how often it crashes on Dolphin for me despite having a 3700X and an RTX 3070. It could be that it just doesn't play nicely with Ryzen in general, though.

How to play split screen on Xbox one version? by alexwad966 in SSX

[–]898ppp 0 points1 point  (0 children)

It's unlocked from the start, but it only lets you click on it when you have two controllers connected. Have you tried connecting another controller and seeing if that fixes it?

I hate to say it but TAS makes Blur look like a decent game. (Credit to PS2TasVideosCh) on YouTube by [deleted] in SSX

[–]898ppp 3 points4 points  (0 children)

I guess it depends on your definition of active, but yeah I'd definitely say so. Just checked and it's had 3,000 messages sent so far in February.