- 171
- Bristol
- ManCity--FC
- IxMCFCxI
Why do you slow down so much it seems as if you hit a brick wall and stop dead?
Some of the gravel traps, grass patches and run-off zones have these anti cheat measures. It's not all of them, obviously, only those that are typically used to cut corners and shave a lot of time off of your lap. This is basically T10's rather simple replacement for a flag system.
I'd prefer it if players would be forced to drive through the pits afterwards or face a disqualification, but I guess that this is better than having no way to punish corner cutters at all.
I'd prefer it if players would be forced to drive through the pits afterwards or face a disqualification, but I guess that this is better than having no way to punish corner cutters at all.
Yeah, I know. It's even more annoying if someone slams you into those gravel traps. However, I prefer it over nothing, still.Its just annoying when you genuinely go off into a gravel trap and then you get stuck in it then it doesn't allow you to rewind the game.![]()
Well, yeahl, neither system is the ultimate solution. However, flags are, at least, the real dealIn some ways I prefer this method to flags, it's extremely annoying to have someone shortcut a corner on the last lap to beat you, nothing a flag system can do about that.
The best solution would be to have both systems to switch between for public or private races, but that would take a lot of time to develop, tweak and maintain.
Some of these "sticky areas" are on the outside of corners (instead of the usual "ice pavement" to discourage running wide), or hug right up to the very edge of the track (eg. inside of Indy oval). Other times there's no sticky area in a spot where you can get a real advantage. It's inconsistent and broken.
Cheating is cheating, but the sticky areas are kinda like intrusive and annoying DRM for "preventing" piracy -- all they really do is annoy everyone trying to legitimately enjoy the game.
So why do the sticky areas persist through all offline modes??
Simple fix in MotoGP 2007(?) if you went off it added onto your time, so at end of race you may have won but time penalty for excursions would demote you down the grid.....
Dan GreenawaltDepending on the type and location of the exploit, we’ll use different physics effects. The goal is to limit the impact to players who make an honest mistake, while still sending a very clear message to cheaters that they should give it up.
This way, if you’re door-to-door with someone, you know that you’re really fighting for the lead. There’s no hidden time penalty to wait for. If you cross the line first you’re first. There’s no waiting and wondering.
Other times there's no sticky area in a spot where you can get a real advantage. It's inconsistent and broken.
Like on Circuit de Catalunya, just before the last corner there's that tight corkscrew. I was using that track to tune my xb falcon, and I found you can easily cut both of the corners by about a meter or so and the sticky grass won't stop you.
I know the gravel in Forza is to prevent skipping corners, BUT that stuff is meant to slow down Formula 1 cars down from 150. So there is some realism there.
I remember some other racing games penalising drivers by slowing tyeir car down to a crawl for a few seconds. That's more annoying than this is.
That's illogical. Modules and individual elements can be grouped and disabled/adjusted in any modern code base/programming library. I imagine they are left enabled in offline mode purely for consistency - not for technical reasons.
Uhm, dude... With your proposed "systems", you'd still be punished for accidentally spinning, trying to avoid a crash or getting pushed of the road. Your car just won't stop due to the sand, you would be disqualified immediately or lose at the end of the race due to the added time.I consider the magic sand traps much worse than no regulation at all. If someone wants to cut by me on the last lap, just to see "1st place" pop up on their screen, why should I care? I obviously won the race regardless of what the game says.
On the other hand, if I accidentally spin, try to avoid a crash, or get shoved off the road, and then my car magically stops, that's pretty game breaking. It pretty much ruins the race.
Forza's magic sand should have never been included in the game. If they wanted to penalize cutters, get a proper system in place. DQ them automatically if they cut on the last lap, or add time to their total time such that even if they pass the line in first, they can still lose.
Uhm, dude... With your proposed "systems", you'd still be punished for accidentally spinning, trying to avoid a crash or getting pushed of the road. Your car just won't stop due to the sand, you would be disqualified immediately or lose at the end of the race due to the added time.
Let's face it, there's only one way to get around those issues, and that is to have some sort of highly advanced AI that acts like a racing steward and is able to differnetiate between accidents and intentional corner cutting.
^ It would be an acceptable solution if it were applied in a way that's consistent and follows some system of logic. Currently it's almost random, and unpredictable until you discover the spots yourself.
But lets not go there, it would be good enough to allow us turn it off in the difficulty settings.