Need for Speed How to make an entrance: |
- How to make an entrance:
- In Fort Callahan district, you can find this car with the "tfk" crew logo.
- It might not be the best car, but the hard work was worth it
- Joe’s Polestar is not the fastest, but it sure is one of the coolest looking cars in the game
- Drift scoring in Heat is uncompetitive, not fun and dead content as a result
- Legendary cars viewing the city
- Happy holidays
- I'm quite pleased with my little collection. What are your favorite vehicles in Game?
- Drift Into The Sunset
- Ready For Launch
- DubMelon G-Fuel BRZ [PC]
- Kyusha style 302 mustang
- Abstract Firebird
- Ryan Cooper is Back in Palm City, better than ever!
- Anyone noticed ferrari is being ferrari again? They removed the lip spoiler option for the 488 and the other wing options for the 458
- 65 mustang and i don't know who created the wrap
- Busted out of nowhere
- Can’t sell my car (or any of them) in the garage. Never had this problem before, up until today. On the 1.5 update if anyone is asking.
- That's not a chopper.
- The Edge of Control
- Tried my hand on bringing a bit of auto modellista to nfs heat, cell shading and all.
- This new camera angle gives us a freat view to do some exhaust tuning :)
- It's a shame there isn't a Falken Decal (colors are still kinda off)
- Who's your favorite player character from NFS Heat? *fixed
Posted: 18 Dec 2019 04:02 PM PST
| ||
In Fort Callahan district, you can find this car with the "tfk" crew logo. Posted: 18 Dec 2019 03:55 AM PST
| ||
It might not be the best car, but the hard work was worth it Posted: 18 Dec 2019 04:57 PM PST
| ||
Joe’s Polestar is not the fastest, but it sure is one of the coolest looking cars in the game Posted: 18 Dec 2019 10:33 AM PST
| ||
Drift scoring in Heat is uncompetitive, not fun and dead content as a result Posted: 18 Dec 2019 09:35 PM PST I'll start off by clarifying that I do not mind the handling changes. It's not the NFS I grew to enjoy in competitive online play, but I'm not going to fault the developers for trying something new. It's different, something new to learn and get good at, that's fine. Normal races and cop chases are pretty good, definitely more enjoyable than in the previous games. The issue at hand is neglecting longevity, competition and contradictions in the aim for "realism", with the result being an uncompetitive scoreboard where the one who brainlessly grinds the most is the winner. Runescape with cars is where we're at with a scoring system that only cares about how long you spent on the track, as opposed to how well you drift. Each track is packed with barriers that serve no purpose, as plowing through them going sideways does not affect your score with the removal of the speed multiplier. They don't prevent you from going way off the track which encourages you to swerve back and forth for as long as possible. Rather than rewarding speed, style and control, drift trials are a game of bulldozers on ice. I can't think of any reason for omitting difficulty and penalization for bad driving other than making life easy for those who don't care to improve. The previous games (2015/Payback) without a doubt had their own sets of flaws, but drifting in Heat does not stand out as an attempt to remedy them. Half the parts available are relevant to the handling style, there's several well crafted drift tracks and it's even part of the main storyline, yet consequently it's all left as dead content. As a point of reference, a clean run on Camarero while utilizing the promixity multipler should net you around 800k depending on your choice of car and some variance. Meanwhile spending five times as long on the track, bulldozing through every barrier, swerving left and right as far out as you can in an RX7 with drag tires will net you +1.5 million. Nothing about the latter is skillful, realistic or competitive. Here's a list of the worst problems at hand with some suggestions for how to remedy them: - The Speed multiplier is controversial and maybe does not need to exist, but it's omission does not contribute in a positive way without fixing other relevant problems such as barriers and checkpoints. In the event that nothing else changes it would certainly help if it was brought back, but this alone is not the ideal solution. - Barriers don't do anything but slow you down ever so slightly which is largely irrelevant with the omission of the speed multiplier. This is a missed opportunity as you could have leveraged them for the proximity multiplier. Instead the player is allowed to plow right though them in order to swerve left and right for as long as possible without any repercussions for going way off the track. You do not need to set extremely strict boundaries within the barriers, but without any penalties for smashing in to them there is never a reason to stay within the lines. - "Near missing" a checkpoint (where you clear it but it slows you down) does not affect your score or multiplier. The slowdown does mess up your drift a little, but when it doesn't break your multiplier or affect your score you make up for this loss by going way off the track in the first place. - Clean runs within the track are currently never beneficial. The big numbers look nice, but swerving left and right as far out of bounds as possible will always net you a higher score. Rewarding good driving with more proximity and boundary bonuses, while difficult to balance would give point to actually staying within the barriers. Going out of bounds should not *always* be the best line to take, only sometimes. - I am not sure if there is a distance multiplier, it's hard to tell. If there isn't one it could be a consideration for something to try out. I can't speak for whether it would work though. - If not a speed multiplier, completion time could serve as a healthy score equalizer to prevent cheesing the track for as long as possible. 2015 was a big learning curve and highly competitive thanks to other racers effectively acting like a clock to beat. Unfortunately 2015 was plagued by slippery handling and the carnage of driver collisions, and that is not my request here. The takeaway should be not rewarding the slowest of drivers in a racing game that literally has *speed* in it's name. - Some cars need to be adjusted as they only score a fraction of the points compared to others despite the drifting line being near identical. Whatever variables and formula you use for calculating score does not reflect the movement of the vehicles, namely certain AWD cars like the huracan that visually go just as long and wide yet score about half the points of RWD cars with drag tires. I don't hold as much issue with this as meta choices are going to be inevitable, but I am certain the majority of the more casual playerbase would enjoy having their score calculated more by their driving abilities rather than near exclusively by the car characteristics. I've been enjoying nfs games for well over a decade, and while Heat is a great step in the right direction on many fronts I hate seeing this neglect for longevity and competitive play in a genre that is at it's core about competition. I am sure you can extrapolate and apply similar reasoning to other driving styles in the game, drifting just happens to be what I've personally been enjoying, up until now anyways. Edit: To further prove my point, here's 1.8 million points on Mallard https://imgur.com/a/9cPqxlO This can only be achieved by spending about 10 minutes drifting left and right through the forests and fields, which is as far from skillful as it gets. Running through it normally you would be lucky to get a quarter of that score, which in my opinion is just not not acceptable. [link] [comments] | ||
Legendary cars viewing the city Posted: 18 Dec 2019 11:49 PM PST
| ||
Posted: 18 Dec 2019 08:58 PM PST
| ||
I'm quite pleased with my little collection. What are your favorite vehicles in Game? Posted: 18 Dec 2019 04:04 PM PST
| ||
Posted: 18 Dec 2019 07:44 PM PST
| ||
Posted: 18 Dec 2019 07:44 AM PST
| ||
Posted: 18 Dec 2019 10:30 PM PST
| ||
Posted: 18 Dec 2019 08:29 AM PST
| ||
Posted: 18 Dec 2019 04:06 PM PST
| ||
Ryan Cooper is Back in Palm City, better than ever! Posted: 18 Dec 2019 01:50 PM PST
| ||
Posted: 18 Dec 2019 07:22 PM PST | ||
65 mustang and i don't know who created the wrap Posted: 18 Dec 2019 11:37 PM PST
| ||
Posted: 18 Dec 2019 11:25 PM PST
| ||
Posted: 18 Dec 2019 07:39 PM PST
| ||
Posted: 18 Dec 2019 09:10 AM PST
| ||
Posted: 18 Dec 2019 12:03 PM PST
| ||
Tried my hand on bringing a bit of auto modellista to nfs heat, cell shading and all. Posted: 18 Dec 2019 05:33 AM PST
| ||
This new camera angle gives us a freat view to do some exhaust tuning :) Posted: 18 Dec 2019 09:18 AM PST
| ||
It's a shame there isn't a Falken Decal (colors are still kinda off) Posted: 18 Dec 2019 04:00 PM PST
| ||
Who's your favorite player character from NFS Heat? *fixed Posted: 18 Dec 2019 11:06 PM PST |
You are subscribed to email updates from Need for Speed. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment