Does anybody care if the racing is good in this game? Can we get that straightened out (event creator, A.I. difficulty settings, etc.) before we get hyped about cars and tracks?
Its more like situations to experience as improving your racing is all about anticipation, not reaction. Nearly every conceivable situation on a racetrack is covered in the existing tracks, and even newer tracks copy older tracks.Yeah so you get more tracks to refine your skills on... All good.
I want both. I love all that we've got in GT6, and part of that is the new tracks. Ascari has become my new home now.Call me crazy but I think I would prefer an event creation tool more than a track editor... Events add a bit more meaning to running tracks... Without them you just have tracks... And I'm not sure of the staying power of always running new tracks... Learning a new track isn't nearly as much fun as refining your skill on an existing track... To me anyway...
If nothing changed in their mindset of what makes a race in the 3 years that seperate GT5 and 6, I wouldn't expect any miracle fix any time soon. From their viewpoint, it's very likely they see nothing wrong.
Ascari was a tough track for me to get used but eventually the flow just hit me and it was absolutely fantastic. Both fast and slow cars flow really nicely on that track. A real gem.Before we get A.I. difficulty, I'm hoping the A.I. gets tweaked to be more difficult.
By that, I mean adjust the code so that the field is more bunched up, the bots don't brake so hard and crawl so much through turns, and give up when you get a lead of more than half a second on them. I've had some great races over the past few weeks offline with just the bots in the i-A series, and the only problem with it are those three mentions. I want to tailgate bots through turns and can't resist it many times, only to get a nose bruise when they slam on the brakes at weird moments. And then at the end of the race, the field is so spread out that after a mere five laps, the difference between first place and last can be more than a minute. I really wish it was more like 15 seconds, as that can be an eternity in racing.
The code is still there for fast bots, because lead rabbits sometimes show up. I would prefer this fix to a difficulty, since we can already make the racing as difficult as we want by car and tuning choices, which is what I do. So for a 600PP race, let the kids tune up to 650 so they can punch out a win.
I want both. I love all that we've got in GT6, and part of that is the new tracks. Ascari has become my new home now.
I think the Event Maker might not appear until the online component is ready. If I was an online racer, I'd sure be throwing a fit if I could only use it offline to make races against those silly bots. And I suspect that a robust online structure is something they're working pretty hard on. I wouldn't be surprised if some sort of Livery Maker in concert with Race Mod aren't a part of it, at least with templates, because a big part of certain competing games is how wonderfully the gamers can create an online racing identity. I would think that with PD allowing us at some point to create and manage online clubs and leagues, this would be an essential part of that.
Ascari was a tough track for me to get used but eventually the flow just hit me and it was absolutely fantastic. Both fast and slow cars flow really nicely on that track. A real gem.
I'll also take both the track and event editor but as you know, my biggest gripe is lack of any real formalized structure and adding more meaning to why I play and providing more motivation and meaning to excel. The licenses and seasonal events are over faster than a demo :/
Believe me, I know where you're coming from. Even though I haven't done everything yet, I really don't want to as it's the stuff that's not really serious racing. Arcade Mode is gimped, so I've been racing in some of the i-A events over and over with different cars, and thanks to Ridox's marvelous tune I tweaked a bit, I've had a lot of fun with the Audi R8 Team Phoenix race car.I'll also take both the track and event editor but as you know, my biggest gripe is lack of any real formalized structure and adding more meaning to why I play and providing more motivation and meaning to excel.
Eco's my experience, wants, and thoughts almost exactly.Believe me, I know where you're coming from. Even though I haven't done everything yet, I really don't want to as it's the stuff that's not really serious racing. Arcade Mode is gimped, so I've been racing in some of the i-A events over and over with different cars, and thanks to Ridox's marvelous tune I tweaked a bit, I've had a lot of fun with the Audi R8 Team Phoenix race car.
But there are only so many cars that can be sensibly "race modded" to fit in with these events, and so many race cars appropriate to them. Plus, doing the same ten or so races over and over is going to lose its glamour at some point. So I'm hoping the Course Maker, Event Maker and seriously upgraded online structure appear sooner than later to keep me going. I'm more of an offline guy, but racing with serious like minded folk really is pure chewing satisfaction.
I think it definitely should be included at some point. Maybe when the Ayrton Senna stuff is ready to be launched.don't you guys think this "new track" shouldn't be "El Potrero de los Funes"??
(piccie snip just in case it eats bandwidth)
Although the Sony and Polyphony Digital representatives on-hand at the event kept most of the details about the location secret, they did confirm we’ll be learning more about it in an update coming to the game this February.
Yeah, Kaz said in an interview that there would be custom tracks made by PD using the course creator feature tool released before the actual tool is. It's meant to serve as a sample of what's possible.
So to the people saying that this is a course creator track, and those that are saying this is just a new track, you're both half wrong (or half right, if you're an optimist).
Have you heard of Google?Anyone know what time Kaz is scheduled to give his presentation?
This year’s Taipei Game Show will be held between January 23rd and January 27th at the World Trade Center in Taipei, and Sony is set to rule the exhibition at least for what the console market is concerned, since both Microsoft and Nintendo aren’t going to be part of the celebrations.
In order to make the best impact Sony will bring the big guns, with 23 PS4 Games between first and third party, 20 PS Vita Games (of which two demonstrated on PS Vita TV), and 14 PS3 titles.
The company will also host a series of stage events with prominent developers in attendance, like Street Fighter Producer Yoshinori Ono, Soul Sacrifice Director Keiji Inafune, Gran Turismo Director Kazunori Yamauchi, Yakuza Producer Toshihiro Nagoshi, inFamous Producer Greg Phillips and quite a few more.
If you happen to be in Taipei during the event, you can find the full list of games on the show floorhere, and the stage event schedules here and here.
At the moment there’s no word about possible livestreams of the events, but we’ll keep you updated about any announcement on that front.