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Why is it that.......
3 weeks ago  ::  Nov 03, 2009 - 2:22PM #11
gog
Posts: 130

Nov 3, 2009 -- 1:48PM, Andrew wrote:


I'm really happy to see we'll finally have tire wear in a MotoGP game. What I'd also like to see is heat! you should be able to ride better 3 or 4 laps in than you did in the first lap.



I remember GPL(Grand Prix Legends),  there was a 2-3 laps period bffore the tires were "ready"!  Fantastic stuff...That was how long ago?  Apparently,  to the devos, the "R" means racing on their stickshift...


The rest of us know it as "reverse"...Sealed

3 weeks ago  ::  Nov 03, 2009 - 2:50PM #12
Ronin05
Posts: 261

Ditto on the brake issues and to me the two main points have always been the incorrect bias (front and rear) and lack of stopping power.  this was seemingly done to make it easier for non bike fans.   So I have to ask why?   All people need to do is stop the bike and if the front brake is the best way to stop it then they will use it.


Agree Whodafunk, I walked into a gamestop and the guy saw my helmet and wanted to know if I wanted to get GTA,PGR or Burnout because they were kick ass bike games.  I just wanted to hit him with my helmet.


Gog tire wear is cool by my problem is how it's generally implemented.  Too often when it comes to tire wear devs seem to just decide to make the game uncontrolable and call it a day.   So they don't bother trying to put in some kind of way for gamers to get a feel for the grip level and adjust the riding to it.   I mean Ben Spies and Casey Stoner and Rossi are guys they are known of putting in lap records on very worn tires.   But games don't allow that level of adjustments and to me it becomes a pain in the ass to play them, because things I know I could save the game won't allow me to.  F1 CE on the PS3 is good at handling the tirewear issue as well as fuel.   They don't just make the cars uncontrolable, but just make the performance a tad lower until the tires are up to temp and the fuel gets lower.   


If I have good throttle control I should be able to ride the slide!!!  that TT drift vid is a great example.    I complain about SBK'09 and that's mainly because I don't understand why they changed the brake bias from what it was in SBK'08 when that was actually correct.   I can adjust to it, but I shouldn't have to.  it's just frustrating

3 weeks ago  ::  Nov 03, 2009 - 4:32PM #13
gog
Posts: 130

Nov 3, 2009 -- 2:50PM, Ronin05 wrote:


If I have good throttle control I should be able to ride the slide!!!  that TT drift vid is a great example.    I complain about SBK'09 and that's mainly because I don't understand why they changed the brake bias from what it was in SBK'08 when that was actually correct.   I can adjust to it, but I shouldn't have to.  it's just frustrating



So frustrating!


What I meant by improper tire wear in SBK was that it didnt punish brake application that was locked and dragged across the track corner after corner, lap after lap.  Used this way as a method of riding instead of an rare, emergency situation.  The average braking style would destroy a real tire in less than a lap.  Having the tire gradually, and properly, worn down is another story.  I think SBK does a great job at this gradual tire wear except, it not strict enough for lock up and it's not detailed enough to know exactly what is happening. Basically,  if you ride smoothly with braking and accelerating, you have rubber to spare. If you dont,  you're on a slippery tire.   Kinda works. Not because of great physics though.


I think the devos have the wrong impression of the capabilities of people, of all ages,  to comprehend real physics and try to compete online with a simulation situation.   If we just play with crude physics and "guesstimate" tracks,  we are just gaming.


If Capcom is not ready for "simulation",  they could surely compromise with a "serious game" attitude.

3 weeks ago  ::  Nov 03, 2009 - 5:19PM #14
Ronin05
Posts: 261

exactly.   But to me it seems that the devs are too focused on fluff instead of substance.   The biggest problem with making a bike game "realistic" is getting the feedback across through a controller or wheel (and that's why I say true sim can't be done affordably).  But there are other ways to get this stuff across visually, audibly and physically that no one is doing and that's what kills me.


I recall Gnomatic I think it was saying he didn't like the bikes shaking, so much.   granted it's a bit overkill in the SBK games, but at least it lets you know how hard you are getting on the throttle.  Real bikes move around a lot and I as a rider use that to tell me what is going on.  So if a dev would use the visual que of the bike moving a bit, a physical que with the rumble features of controllers (can they be activated seperatelly?) and the audio que of RPM flucuation when the tire is breaking traction (instead of the stupid brake squeals) that would go a long way to helping people "feel" what is going on with the bike.   But instead the devs would rather focus on blurr effects and silly little challenges.


It doesn't take a big budget to do those couple of simple items I just mentioned merely a little effort.   So yeah it bums me out to read the Monumental guys say they didn't put in surface and evelation changes because it " effected their physic models".  I can only throw my hands up and say what the hell.


The promise of every next gen console is next gen games but very few acutally deliver anything other then next gen graphics. So while I don't really need a total sim, I'd be very happy with as you stated a "serious game"

3 weeks ago  ::  Nov 04, 2009 - 10:14AM #15
Andrew
Posts: 186

exactly! I love the shake on MGP08, it lets you know you're pushing too hard. You see it all the time in real races. In fact I'd like to see more shakes and more violently! If you a pushing the bike beyond its limits or you have gone over your turning/braking ratio limit you should know it and be punished for it! hahahaha

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