You're wrong, its' possible to ckeck when a driver brakechecks intentionally.I'm afraid you won't teach intentionally dirty drivers. All they will learn is how to brakecheck you perfectly .
You're wrong, its' possible to ckeck when a driver brakechecks intentionally.I'm afraid you won't teach intentionally dirty drivers. All they will learn is how to brakecheck you perfectly .
The reason PD doesn't implement it now, is that PD wants to do a game for everyone... So for dirty drivers too. If the game becomes too restrictive, only few serious gamers will stay. And that's not what PD wants, clearly.You might be right about identifying a brakecheck. Still, though it probably is as easy as you say, it hasn't happened yet. If PD is as competent as to improve the penalty system in that direction, things will be a different story. But as for now ... no .
AFAIK no one has this type of penalty in place and I'm not sure why. It's almost a no brainer IMO. You just designate "acceleration zones" on each straight where there would never be any need to use your brakes under normal driving conditions. Outside of those zones the usual penalty system that is currently in effect would take over. Voila, no more brake checking on straights. Yes you could still get away with it in the braking zones if you really wanted to which they can do now but it would eliminate the obvious trolling that drives everyone bonkersYou might be right about identifying a brakecheck. Still, though it probably is as easy as you say, it hasn't happened yet. If PD is as competent as to improve the penalty system in that direction, things will be a different story. But as for now ... no .
AFAIK no one has this type of penalty in place and I'm not sure why. It's almost a no brainer IMO. You just designate "acceleration zones" on each straight where there would never be any need to use your brakes under normal driving conditions. Outside of those zones the usual penalty system that is currently in effect would take over. Voila, no more brake checking on straights. Yes you could still get away with it in the braking zones if you really wanted to which they can do now but it would eliminate the obvious trolling that drives everyone bonkers
I believe it won't change a thing. A dirty driver / troll basically is trying to find ways to gain unfair advantages under whatever circumstances. They've proved they were able to do so under the current penalty and rating systems, they'd be able to do so under damage I think ( hence why I mentioned the brakecheck thing ).
But, even if the troll/dirty driver does brake check you, they would sustain damage, lose performance and ultimately lose places. This would result in losing DR and SR that will eventually result in cleaner racers being separated from the dirty.
@ROCKET JOE is correct and I agree... damage hurts the clean driver more than the dirty driver.
I'd love to see a Monday morning on here after damage was enabled over the weekend.Damage makes the game more "sim" and "realistic" -when done properly-.
But, even if the troll/dirty driver does brake check you, they would sustain damage, lose performance and ultimately lose places. This would result in losing DR and SR that will eventually result in cleaner racers being separated from the dirty.
I'd love to see a Monday morning on here after damage was enabled over the weekend.
I don't want to see it...I dont think you'll see it because PD's "ideas" of "sim racing"..
These are all non-issues IMO and all easy to identify in the game. The game knows when there is a yellow flag, knows about accidents, track re-entry etc. The lag issue is moot IMO. You already either get a penalty for lag contact or you don't, adding in the brake check parameter won't change that.Brake checking isn't easy to identify. You can brake for a yellow flag, for an accident, a bad track re-entry, to let a faster driver pass or back out in time when a car starts to over take. Even when there is no other car near, some crazy lag can make someone brake.
These are all non-issues IMO and all easy to identify in the game. The game knows when there is a yellow flag, knows about accidents, track re-entry etc. The lag issue is moot IMO. You already either get a penalty for lag contact or you don't, adding in the brake check parameter won't change that.
Live moderator for every fia race, if someone drive like idiot = kick and blacklist. Done.
Yes it knows about yellow flags, how does it decide if you brake for the yellow flag or seize the opportunity to brake check the car behind.
An accident, track re-entry, lag etc all involve analyzing the situation over time analyzing the behavior and proximity of multiple cars. It's not easy to parse the history of multiple cars leading up to an event.
It's already improving anyway, as hitting people that were braking for penalties or were stalled from an accident last night on Brand's hatch did not give me a penalty. Oddly enough a clear hard brake check on the straight at Suzuka the night before gave me 5 sec penalty.
However with damage this whole penalty forgiveness for hitting cars braking right in front of you where they shouldn't would be moot. 100% of situations would cripple your car as well.
It doesn't need to decide anything. The yellow flag drops and if one player is behind the other they will both be subject to the yellow flag no? Once the yellow flag drops the game can default to the standard contact algorithm.Yes it knows about yellow flags, how does it decide if you brake for the yellow flag or seize the opportunity to brake check the car behind.
An accident, track re-entry, lag etc all involve analyzing the situation over time analyzing the behavior and proximity of multiple cars. It's not easy to parse the history of multiple cars leading up to an event.
So it's hard to parse out the history of multiple cars leading up to an event but the game is already doing it?It's already improving anyway, as hitting people that were braking for penalties or were stalled from an accident last night on Brand's hatch did not give me a penalty. Oddly enough a clear hard brake check on the straight at Suzuka the night before gave me 5 sec penalty.
The reason PD doesn't implement it now, is that PD wants to do a game for everyone... So for dirty drivers too. If the game becomes too restrictive, only few serious gamers will stay. And that's not what PD wants, clearly.
The reason it isn't implemented is likely because PD is undermanned and never considered using the driving line to dole out blame.
Hundreds of thousands of people play a game daily will always find bugs, and sometimes solutions, faster than the devs, but we do not have the clear knowledge of why the solution is not implemented.
I know I sound like a broken record, and frankly I don't understand why others don't make this connection, but the driving line already does exactly what everyone is asking for.
When you have a penalty, and you slow down in a place where you should be going fast, the penalty scrubs off. That means the game knows that you have slowed in a place where you should be going fast. If you try this in a braking zone, the penalty scrub stops, which means the game knows it's a braking zone.
These have all been properties of the driving line since the inception of the driving line.
These are all non-issues IMO and all easy to identify in the game. The game knows when there is a yellow flag, knows about accidents, track re-entry etc. The lag issue is moot IMO. You already either get a penalty for lag contact or you don't, adding in the brake check parameter won't change that.
Brake checking rarely occur in the driving line when it happens to me. They usually go to the inside, then I want to maintain my draft and follow, then they brakecheck me. So now, by your solution, it’s a place where’s ok to brake, so I get penalized.
There’s a lot of complexity in interpreting the rules already. It’s hard for computers and humans. I don’t know if adding even more complexity in a strange and arbitrary way is a good way to start a sport project. Sports need to be easy to understand when you watch them. All this imaginary boxes “drawn” in conditions to activate when and how rules completely change will make it really confusing.
It doesn't need to decide anything. The yellow flag drops and if one player is behind the other they will both be subject to the yellow flag no? Once the yellow flag drops the game can default to the standard contact algorithm.
So it's hard to parse out the history of multiple cars leading up to an event but the game is already doing it?
There is no such thing as a perfect but the examples you're throwing up are already a problem for the game. I don't see how introducing a brake check element into the algorithm is going to change those examples in any way.
T I described how the system can be improved by referencing the driving line just like the time scrub mechanism does now. The game can totally know when a player is doing something in the wrong place at the wrong time.
There’s a lot of complexity in interpreting the rules already. It’s hard for computers and humans. I don’t know if adding even more complexity in a strange and arbitrary way is a good way to start a sport project. Sports need to be easy to understand when you watch them. All this imaginary boxes “drawn” in conditions to activate when and how rules completely change will make it really confusing.
Brake checking rarely occur in the driving line when it happens to me. They usually go to the inside, then I want to maintain my draft and follow, then they brakecheck me. So now, by your solution, it’s a place where’s ok to brake, so I get penalized.
The driving line system is not absolute. Back in previous iterations of GT, it would change colour based on a threshold value. Green meant go, red meant slow down, and blue meant you were in the proper window. If you crossed a certain speed threshold that went against the recommendation, the line would change from one colour to the other. So, in your example, the line would be red to indicate braking, but since the other driver braked too much, his line would have turned green to let him know he over did it. It would still penalize him for being at fault.
You can easily see that this system still functions because the penalties time scrub behaves in the exact same way. If you go too fast in a slow area, no penalty scrubbing. Granted, it's more difficult to see this behaviour since the speed to scrub penalties has been reduced a lot, but it's still the same behaviour.
Dude... he was not even on the line in my example. And dynamic lines are really bad at detecting optimum speed. They have to be conservative, so less skilled drivers can follow them properly. Everytime you add a point, you’ll have to solve more problems to accommodate your changes.
I don't think you understand what I am saying. The game is already doing what you're basically saying it can't do.
When I say "driving line" I am talking about what the feature is called. If you want to call it the penalty scrub system, then fine, call it what you want, but the game is already aware of each car's speed and whether that speed it appropriate for it's position on the track. If it didn't know this, penalty scrub wouldn't work. Two cars can be on two completely separate lines and the game can tell if they are validly scrubbing penalties or not.
Like: Voodovaj’s solution sucks! I would easily fix it!!!