http://blog.ubi.com/en-GB/ubisofts-gamescom-2018-line-up-revealed/
:)
Type: Posts; User: Farlander1991; Keyword(s):
http://blog.ubi.com/en-GB/ubisofts-gamescom-2018-line-up-revealed/
:)
You wouldn't see this sentiment among the core Trials players, but we're looking beyond that. We want to help more players become core Trials players, so we're looking at different aspects of the...
There won't be license tests like in Evo/Fusion. We don't gate progression with tutorials, and the tutorials that we have created together with FatShady are a lot better at teaching than the license...
Some of the goals for the project are:
1. Promote competition across all skill levels.
2. Provide better onboarding for newer or less skilled players.
A thing that less skilled players do is...
What you see on the E3 build is still work in progress.
Our goal for Trials Rising is to have a stable 60fps experience that looks as best as possible on all platforms. On one hand it means that...
We played with the idea of making Tandem online as well, but the nature of two people controlling a single physics entity (the bike) over a network connection is extremely complicated and even little...
We are not discussing online multiplayer in details yet, but what I can say is that it will be improved from Fusion in every way :)
Leaderboards are ordered by time, and if somebody happens to have the exact same time, the one with less faults will be higher.
As of now for the E3 build we didn't have any fault limit in the game, I can't definitely say that we will keep it that way but right now honestly don't see a reason to bring it back.
...
Yes, the only medal requirement is time. Faults still matter of course because they affect time. And for higher medals we know how to tune the time if we want the medal to reflect a 0 fault run.