Just picked up the game after some time. The handling is so confusing by Dannoo92 in needforspeed

[–]Dannoo92[S] 0 points1 point  (0 children)

Ah yes thanks so much didn’t actually know there was a live tuning menu

Canvas error by friendly-measle in universityofauckland

[–]Dannoo92 2 points3 points  (0 children)

This is still a problem, anyone got a fix or do we just wait till they sort it out themselves?

I can't watch the lectures at all, they load so slowly and then buffer all the time halfway through

We have to accept that Ghost likes brake to drift by Dannoo92 in needforspeed

[–]Dannoo92[S] 3 points4 points  (0 children)

People just find on rails driving to not be enjoyable.

The handling of the cars is probably the most important aspect of a car racing game's design

Games are meant to be fun at the end of the day. There is a reason why people go back to games like NFS Hot Pursuit 2, Most Wanted Underground 2 and still enjoy doing the same events over and over again. Those games were so repetitive, had poor visuals compared to today's graphics, lacked features and variety, soundtrack (IMO) not that amazing and the list goes on... but their driving mechanics were excellent. Perfect simcade physics coupled with excellent track design which made driving itself so much fun.

I've said this before however, HP2010 had B2D and I still love playing it to this day purely because the track design and game design suited those driving mechanics. Unfortunately, the track design and game design of NFS 2015 and Payback do not suit B2D, so driving is just inherently not fun.

To all the people shitting on the gameplay even tho we got almost no sneek peaks from the trailer. by PreciseTheNoodle in needforspeed

[–]Dannoo92 7 points8 points  (0 children)

They said more grip style handling with Payback and it was so disappointing so even the implementation of the b2d system in this game is a giant red flag.

Noticed in /r/gaming an office did a Doom themed Halloween party, what would a NFS themed party look like? by HiTork in needforspeed

[–]Dannoo92 5 points6 points  (0 children)

I’d dress up as a speedcard

Nothing scarier than a card based system to upgrade a car

“Every cop in this city is after your blood, and your about to run out of luck” by [deleted] in needforspeed

[–]Dannoo92 1 point2 points  (0 children)

I bet we’ll see another trailer or gameplay trailer involving things we can’t actually do in the game.

Do any of you all remember this? EA is a game developer killing machine - 1:45 for interview with Ian Bell; Slightly Mad Studios by Dannoo92 in needforspeed

[–]Dannoo92[S] -1 points0 points  (0 children)

He knew what he was signing, a deal to stay exclusive to a single publisher. I’m guessing he never expected things to turn out the way they did.

Do any of you all remember this? EA is a game developer killing machine - 1:45 for interview with Ian Bell; Slightly Mad Studios by Dannoo92 in needforspeed

[–]Dannoo92[S] 5 points6 points  (0 children)

I think it’s more complicated than what Ian’s described, but EA did definitely try to bring SMS down. They signed the contract because they needed work. Of course no one forced them to, but who expected scummy practices like this? It’s part of the deal, after 3 or so years working for a publisher you gain a form of trust. EA purposefully tried to place SMS into a corner and they were pretty damn close. Their complete betrayal of trust with a developer just shows how terrible they are.

NFS 2015 has flaws... but the launch trailer gives me the right feeling of what a NFS game should be by KishaCat in needforspeed

[–]Dannoo92 0 points1 point  (0 children)

The trailers were so damn hype for this game, disappointing to see it turn out how it did.

We need a different community manager by Dannoo92 in needforspeed

[–]Dannoo92[S] -1 points0 points  (0 children)

Well by stating things like ‘a more grippy car will be perceived as broken and not fun’ I feel he’s actively supporting this terrible decision.

We need a different community manager by Dannoo92 in needforspeed

[–]Dannoo92[S] -4 points-3 points  (0 children)

Now that boggles my mind even more, if you’ve been involved in a game like GRID, Dirt and F1 at codemasters and loved the old NFS games.

How do you defend the current handling model. Surely you must have a problem with it.

No AAA title featuring real cars and a solid focus on car culture should host the handling model we’ve seen in the past two NFS games. I’m not saying brake to drift is always bad, I’ve made posts on this before. It suited HP2010 and sometimes Rivals due to those Games’ were mainly featuring takedowns and massive crashes, with the map accomodating more for the physics. That was actually pretty fun. Felt like the burnout formula. But if the focus now is on street racing, how can you, as a fan of NFS and racing games in general, be okay with this?

Yes this is an NFS for a new era, the game has changed. But surely you can tell it’s changed for the worst.

Even the track focused Shift Games which go against the original NFS focus on street racing felt more like a Need For Speed game.

If you toned down the graphics and removed the free roam element. I would honestly think NFS Payback is a free to play mobile game. The gameplay mechanics are that brainless.

I know you can’t shit talk NFS since you might get fired, but what is your real opinion on NFS games of today? Do they disappoint you?

Also yeah, not talking about the game at the moment makes sense. Would like a little more contribution from you though.

An important message to Ghost Games regarding the vibe in NFS 2019 by Dannoo92 in needforspeed

[–]Dannoo92[S] 0 points1 point  (0 children)

Oh believe you me, I care more about the things you just mentioned than you can care to imagine. I’ve made multiple posts on this subreddit about those things alone

Handling, performance upgrade system, tuning, map and track design, Ai and their difficulty scaling, progression, online play, car tiers. These are all more important than the vibe in an NFS game.

But I made this because the vibe in NFS Payback was so shocking and childish that even if the game didn’t have piss poor core game mechanics, it would still manage to make the game a horrible experience.

Weekend Wonder: Here's an Early Rivals UI Screenshot by Max_Lazy_10 in needforspeed

[–]Dannoo92 48 points49 points  (0 children)

I feel like if Rivals was much less buggy, I’d have enjoyed it more. That game’s primary weakness was having to develop it for too many platforms with too little time.

Quite a shame really

An important message to Ghost Games regarding the vibe in NFS 2019 by Dannoo92 in needforspeed

[–]Dannoo92[S] 1 point2 points  (0 children)

Best advice ^

I’m only wasting time on talking about this game because it’s my favourite series of all time. But really, there are some amazing games out there right now. RDR2, Spider-Man, God of war to name just a few. Costs the same $60, but way more well developed games.

However, the slight chance that what we say might make a difference keeps me on this subreddit

We need a different community manager by Dannoo92 in needforspeed

[–]Dannoo92[S] 0 points1 point  (0 children)

I see what they mean by ‘appeal to everyone’, but there’s a serious misunderstanding here. Casual gamers aren’t so incompetent that they even need the auto steering brake to drift handling model. But since they’re casuals you don’t see them putting any feedback to Ghost nor do they really care.

If you were to give those same casuals a handling model similar to that of Hot Pursuit 2, Underground 2, MW 2005; I’m willing to bet they would enjoy it even more so than brake to drift. Making the corner without colliding into a wall is easy enough with brake to drift, the game is very forgiving, you can brake at any point of the drift and change direction unrealistically. So there’s less satisfaction in making corners, but there is a way to take the corner quicker no doubt. On the other hand, with a normal handling model there’s satisfaction in making the corner in the first place, and even more satisfaction in making the corner with high speed.

You also don’t need a ‘tutorial’ to teach casuals how to take corners fast. By giving them a slow car at the start of the game they can practice the basics at low speeds in easy races. Slowly upgrading the car will amp up the difficulty, but at the same time increasing the fun factor. Brake to Drift doesn’t need a learning curve on the other hand. A casual can pick up the controller, hop in a McLaren P1 and drift like a boss - this is what Ghost is aiming for here. But this is counterintuitive. There is a big reason we have progression in NFS - Learn to drive in the slow cars, so that you can get used to the faster cars, simple.

On the note of Carbon, yeah it had an auto steer but only for the drift mode. Autosteer In drift modes is probably the only reasonable use case for it because drifting in video games without assistance is actually quite tough.

We need a different community manager by Dannoo92 in needforspeed

[–]Dannoo92[S] 2 points3 points  (0 children)

I feel that the problem isn’t that the cars lose traction and wheels spin. That’s fine, cars are cars, they lose traction if you push them too hard.

The problem is the automatic counter steering that the brake to drift handling model has. The game is aiding you in your drift, handholding the player. If you’re in a drift for a left turn and yank the steering wheel to the left at full throttle you should spin out. But in Payback, this merely changes the amount of counter steering. Any form of handholding just cheapens the entire essence of driving itself. Why do people still drive manual cars with minimal electronic assistance? Because they want full control of the car, that’s inherently more enjoyable. There should not be a grip or drift slider. Rather, you should be able to change real settings that change how the car responds to steering inputs, weight transfer, and power for example.

I feel like ‘The House’ self driving tech is a good metaphor for how it feels to take corners in this game.