GRID Autosport

crysmopompas

I am a bot ¯\_(ツ)_/¯
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: GT7 | 60fps FTW
#21
Ich will damit nur darauf hinaus, dass man nicht unbedingt alles von denen auf die Geldwaage legen sollte/darf.
Richtig, aber in dem Fall glaube ich das mal. Jetzt würde es auf der PS4 eine große Lücke füllen, in 6-12 Monaten (hoffentlich) nicht mehr.



Length of races: 20 laps / 40 minutes for Endurance
Assists: more info on Thursday, all the usual suspects are there though, can you hold off until then?
Tyre wear: Only in Endurance, will scale depending on length of race
Endurance: Always at night, different tracks are lit differently which gives a nice variety
Wipers: No rain, possibly dirt but will have to check!

Vehicles get worn via use, gain mileage etc You will have to repair them but there will be a point where repairs only do so much and you may find yourself having to sell / buy a new car. I think we're scheduled to talk about this mid May as a heads up :)
Microtransactions - nope!
keine Demo geplant
http://www.neogaf.com/forum/showpost.php?p=109126197&postcount=321
 
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crysmopompas

I am a bot ¯\_(ツ)_/¯
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: GT7 | 60fps FTW
#22
Will this be like GRID 1 where we can shop around for a cheaper but potentially unreliable car instead of just winning them?

You can buy second hand cars, more info on that soon

Weather, yes/no/maybe so?

No

- Will there be Official Matchmaking, like open public lobbies for the quick races (pick-up-and-race), but with officially predetermined pre-requisites (by admins) - like one of the track, with selected cars, no assists, etc - let the best man win?

We're still locking down what playlists we'll have, should be a good selection on offer though.


- Will there be Special Online Events (as in your F1 games for instance, or Forza Rivals, or GT's Seasonals)?

Yes, there will be. Think Global challenge from GRID 2 but upgraded.


- Will there be options to set Public Lobbies with individual settings for anyone interested on server to jump in the lobby he finds interesting?

- If yes, can the tuning/parts-adding be prohibited through filtering (forcing stock cars, no assists or cockpit view for instance)?

Yes

- Are there penalty options (for ramming, off-track driving, etc.) implemented in online?

Yes

- Based on the legacy of the original TOCA games, can player be automatically disqualified from the race for the multi-penalties in one race? Are flags represented?

No

- Based on the announced Career mode and announcement of Clubs, will the online support Team Racing (to have the field filled with teams of 2 drivers driving for the same "team" and corresponding points-awarding)?

You can race as a team online using your Club, we'll be talking more about this in the coming weeks.


- We saw 16 players in the Eurogamer preview, will there be 16 players in the online racing?

Online is 12 players only

- Will there be Multi-Class racing (as in the TOCA Race Driver 2 and 3)?

Not currently

- It is announced how game will have Global Leaderboards, will there be fitering options based on usage of assists or input device (steering wheels, etc)?

That's currently planned, yes.

-Will we hear the blow off valves and turbo spools from turbocharged cars?

I can hear it right now :D

- Will there be any transmission,supercharger and brake whine?

I'll check with our audio guys, I know we've been doing a lot of stuff with breaks and tyres at the moment in terms of feedback to the player

-Are you guys modeling driveline flex?

Pass, will find out from one of our handling designers
http://www.neogaf.com/forum/showpost.php?p=109190700&postcount=339

"This time it was going back to the tire model, but making it more authentic. Now you've got the fall-off when you go beyond the slip angle, so if you push the car too far, you can start skidding but it doesn't boost you along."

The result is cars that are easy to drive while remaining utterly engaging. Too often driving games equate oversteer with excitement - a problem with Grid 2, as well as one becoming more pronounced with recent Forza Motorsports - so it's an absolute joy to play something not only unafraid of understeer but happy to revel in it.
http://www.eurogamer.net/articles/2...odemasters-racing-game-youve-been-waiting-for
 
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crysmopompas

I am a bot ¯\_(ツ)_/¯
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: GT7 | 60fps FTW
#23
the default difficulty settings will return you the following bonuses:
  • Very Easy – 0% Bonus
  • Easy – 8% Bonus
  • Medium – 24% Bonus
  • Hard – 32% Bonus
  • Very Hard – 44% Bonus


Fahrhilfen:

ABS (Anti-lock Braking System)
Dynamic Racing Line
Traction Control
Stability Control
Cornering Assist
Auto Steer :ugly:

weitere Optionen:

Damage Level - nur optisch / auch mechanisch
AI Difficulty
Flashbacks (Rückspulen)
Transmission
Entire HUD (HUD abschaltbar)
Camera Position

http://blog.codemasters.com/grid/04/your-race-your-rules-your-options/

---------- Beitrag um 16:09 Uhr hinzugefügt ---------- Vorheriger Beitrag um 15:31 Uhr ----------

Flashbacks are there, if you want to race without them then the custom playlists have all the options you need, as you said.

Official playlists will have flashbacks on.
http://forums.codemasters.com/discussion/comment/6249/#Comment_6249
Imo keine gute Idee.



@Loore & Codemasters: What has been done to address Grid 2's online ramfest & dirty players?
Your cars retain damage now, meaning you'll have to pay to repair them. If someone's going to drive really reckless then they are going to pay the price, literally.

The new handling will also have a big part in it, with GRID 2 a lot of the crashes came from people not know what lines to take around a corner; and with a dozen players all trying to drift around the same corner it wasn't always a pleasant experience.


Another side effect of the handling model is that it will likely attract a different sort of player, it's a semi-sim racing game, not an arcade driving game like GRID 2.
As has been mentioned, 'clean driving' is something all racing games struggle to achieve online at times, unfortunately there's only so much that can be done game side as soon as you add human element into it then it's a completely different kettle of fish.We can't, unfortunately, control how other people drive.

That said, with the different handling style compared to GRID 2 I do think that will help things, I also believe because we've put more emphasis on custom lobbies then like minded drivers will soon find themselves racing together. It's not going to be a fix and by any means I don't think it's going to stop people driving aggressive, those that are that way inclined will always drive that way.


You get more rewards in GRID Autosport for driving cleanly than compared to GRID 2 as well, so if you want to progress (faster) then you're going to want to drive in a way in which will see you bringing home your car safe and sound.
Yeah, the thing with "a penalty system that doesn't miss a trick" is that it's pretty much the Holy Grail of racing games - and just as elusive.

It's the nature of the beast I'm afraid, in that any penalty system essentially amounts to detecting contact between two players and then asking the computer to decide who was at fault, or even if it was just a 'racing incident'. There's nothing wrong with a bit of contact here and there - rubbing is racing, after all - but trying to create a system that can differentiate between fair contact and unfair contact and then assign blame accordingly? That is a very tricky thing.

So with these things in mind, encouraging clean racing and making it less difficult for drivers of any skill level to race cleanly is the most important step, I think. Prevention is preferable to punishment, at least in my own view.

Loore speaks of changes to the handling model that help, so from a handling perspective the cars tend not to snap out of control so suddenly and also the way the collision physics works has been adjusted so it's harder to just get punted clean off the road. Then beyond the physics there are a few additional mechanics to encourage clean racing and we've tried to give players a bit more spatial awareness with more useful cameras this time around.
So I caught up with our design team and they’ve given us a quick breakdown in what we’ve done and what we believe will help in regards to your concerns.

Impact Ratings
These are still in GRID Autosport but we’ve made a few changes. In particular they now change over a larger number of races. As a result you won’t see the less rapid fluctuation in the rating that you did in GRID 2.
Drive Clean Award
There is a much better incentive for clean racing in GRID Autosport than it was in GRID 2. With buying and selling cars occurring with greater frequency in Autosport you’ll certainly want that money.
Impact Collisions
A collision between a player with a bad rating and a player with a good rating will affect the player with the bad rating more.
Penalty Ghosting
While under a penalty a player will find themselves ghosted. This should stop anyone from getting a penalty in order to hold up the traffic behind them. In short it stops them using their car as a blockade.
Collision Weightings
These have been fine tuned to make it much harder to take someone out, we’ll go on record to say it’s the most well refined it’s ever been.
Stationary on-track
Parking yourself on the track without moving will get you disqualified, do it repeatedly and you’ll be automatically removed from the session.
Kick-Rejoin
If you kick a troublemaker from a lobby they will not be able to rejoin.
Custom Cup (Custom playlists) Search
We’ve vastly improved the Custom Cup search functionality, to allow players to find sessions that suit their tastes better. If you want to race without collisions or damage, this will be much easier to find compared to GRID 2.
Full Damage
This is set to on as default in GRID Autosport, including official playlists. If you ram someone, chances are you’ll take yourself out of the race. With the mechanical damage system in play you won’t be able to abuse your car continuously.
Damage Done Costs $$$
You have to pay for damage done to cars, players that don’t race cleanly will find their progress hampered because they are always having to pay for repairs. More on this in the coming weeks.
Damage Model
The new damage model definitely helps, cars are stable and planted on the tarmac, it’s not like GRID 2 where cars drifted at incredible speeds all the time, and the slightest knock would send them out of control.
The Tracks
The focus on circuits means that there are proper run-offs, instead of road-side cliffs and trees that would send the cars rolling across the track like in GRID 2.
We'll be talking multiplayer in May, we'll of course go into much more detail then
 
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crysmopompas

I am a bot ¯\_(ツ)_/¯
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: GT7 | 60fps FTW
#25
Faulheit würde ich CM nicht vorwerfen, vielmehr etwas fragwürdige Ausrichtung ihrer Spiele. Das hier geht soweit man das bisher sagen kann wieder in die richtige Richtung.

Es ist auch nichts falsch daran Spiele noch für die Last-Gen zu entwickeln. Besser so als irgendwelche schlechten Downports von Cross-Gen spielen. Problem ist nur der Markt gibt vermutlich nicht mehr viele Verkäufe her für ein Spiel wie dieses. Ich hab's hier schon mal gesagt: Der Wechsel auf die neuen Konsolen ging schneller als zu erwarten war.

p-Cars wird mit den Jungs so den Boden wischen! :-/
Für einen Shift-Spieler bist du da ganz schön zuversichtlich :ugly:.
 
systems, systems, systems, systems, systems, systems
PSN-Name: Steiner84
Spielt gerade: auf Zeit
#28
Sie müssen aber auch echt alle nacheinander den selben fehler machen..

das werden 0,x Prozent der leute ordentlich erreichen.
Der Rest lässt es direkt bleiben, boostet, glitcht oder verdirbt anderen den Spaß.
 

crysmopompas

I am a bot ¯\_(ツ)_/¯
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: GT7 | 60fps FTW
#31
The Damage of GRID Autosport

For instance, gearbox damage will build up every time you change gear, while over-revving and shifting at the wrong time, (primarily in manual gears), will cause the gearbox to accrue damage more quickly. Once the gearbox is damaged, shift times will start to increase and a failure to address your driving style will cause a damaged gearbox to eventually start to skip gears.

Brakes will also be affected. Repetitive high speed, late braking will eventually cause your brakes to fade quicker than if you use a more gradual approach.
Damage to the wheels will cause the steering to become misaligned and as a result will make the car pull to the side. While you’ll be able to feel the car’s steering being affected, you’ll also be able to see the wheels buckle visually. Furthermore, with enough damage the tyres will eventually puncture, which will then lead to a tyre blowout.
There are 4 components to engine damage;

  • Radiator – This will cause the engine to overheat
  • Turbo – A damaged turbo will cause the engine to lose power
  • Exhaust – Damage to the exhaust will see a small amount of power loss, however if it falls off there is significant power loss
  • Engine – a damaged engine will have a big reduction in performance
Engine damage is also linked to both your acceleration and top speed. Performance is linked to any damage made to the engine components. Damage to the engine will also change the sound it produces, and in some cases you’ll begin to notice smoke emanating from under the bonnet.
As the player damages their suspension the car will become less precise and visually the car will exhibit a lot more roll. The damage towards suspension will also affect the car’s springs and damper values.
Suspension damage is a brand new feature for GRID Autosport and we’re looking forward to seeing it in action once the game launches this summer.
A lot of the improvements to our damage model have come direct from our Community’s suggestions with one example of this being the OSD. It’s now much more detailed and contains the condition of all the major areas of the car which change colour based on the amount of damage received.


A key new feature we have added is the Team Radio system; at any point during a race you can now request information from your engineer at the touch of a button. This means you can pay full attention to the action on track but still have easy access to standings and car health updates as and when you want it.
 
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PRO_TOO

avg. parcel delivery man
systems, systems, systems, systems
PSN-Name: PRO_TOO
Spielt gerade: ACC, AMS2, AC, RRE
#32
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