1. #1

    Downloads or Artistic Vision?

    So, I have a debate that goes through my head each time new DLC comes out. It never seems to fail that the new DLC always has something that would be perfect for my next track. I know that no DLC tracks have the most plays, but using DLC stuff will get you closer to your original artistic idea for your track. So what do you do? The new Awesome Max DLC is $9.99, so some people may not buy it. It makes sense that if we use the new DLC in tracks, people will eventually break down and buy it if they want to play the tracks enough. It also makes sense that if you use what people already own, you will get more people playing your tracks.
    I would love to know what other people think about this. Thanks.
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  2. #2
    TeriXeri's Avatar Senior Member
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    As a creator imo you should use all the DLC possible if it helps you with objects/sounds/music you can use.

    I used to somehow feel bad for using a few DLC pieces early on as well, but now that season 1 (6 DLC) is out, I use all DLC I can use, and will add Awesome Level Max to the list just as well.

    You can even see a difference on in-game tracks, RedLynx' DLC tracks used to use only basegame+1 DLC each time, but with Awesome Level Max DLC you can see the in-game tracks mix up multiple DLC to create different themes.

    It's nice they made multiplayer compatible regardless of DLC (no more need for base-game only XSX tracks)

    But I still agree that TC tracks should be DLC required to play like it is right now
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  3. #3
    funktastic-'s Avatar Banned
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    That's a tough one , i guess its down the the builder and what they go for within the final results , this i find is the same when deciding on what type of tracks its going to be. Take most of the builders assainged with the names top quality builders. As much as they try to be creative they still are controlled by the greed for likes. Most quality builders will build a track and leave it possible to be passed by even the novice players pretty easy leaving the time and faults as a balance for competiiton. To me hard should mean hard which means its should be harder to pass. Many hard tracks are still easy to pass which is the same as " do i use , dlc objects or not " i guess that's sounds a little odd but what i'm trying to say is that , most builders are greedy for likes whether they say they are not or not. So using no dlc objects is the same as a creator using dlc objects but still leaving the track open for everyone in every class to pass.

    I my self find using dlc objects is a must to achieve the maximum out of your own creativity , but am no way against it. If creators can build tracks to cater for all skill levels so thier tracks can be passed be all and not just the ones in that skill level then thats just the same as a creator just using the base game to gain more downloads.

    The only bad thing about using the base game objects is that not many thought that the objects were very good. Personely i found them ok for something's but i don't think that they managed to reach that feeling of the future. The artwork for the base game was impressive but the actual objects where somewhat very bland and gave me a feeling of a cold boring future instead of an exciting " whats going to happen " vibe. The steal looks more like mdf , the concrete looks plastic and so many more bland and not very exciting parts are in the base game. To many ramps and things like that which are true to the actual ingame track in the base game. Look at most of the dlc's , it is obvious that they realised that what they tried before just wasn't up to scratch to create a real exciting track to play. This showed when most top quality builders sat at home where producing more exciting track in track central then the developers of the game them selfs.

    Im not sure i have put my point across great but i guess overall it comes down to choice. If no dlc are used , yes you will get hundreds of downloads and the same if you make your track passable to all skill levels. ( Going on a good builder anyway ) Use dlc pieces and yes you cut the amount of people who will play and the same if you make your track that is true to its skill level and not just passable by holding r2. I presonelly preffere to have a lower player rate but the players be true to the quality of the track. To be honest as i have been buiding and learning i fhave picked up on the fact that almost any half decent builder can create a track that will sit at the top of track central all week. I could create one of these track weekly and continue to do so for ever and still sit there getting hundreds of likes but what is the point? when progression is halted. The problem for this game is the whole system is the wrong way round , they have incorporated a system that gives power to children. So its doesn't really matter how much creativity you want to show or portray. The children want something they will feel happy with at the end of the track. A few thrills , a few wows and a smooth run thats not so hard. That i find is a contrediction to being creative.

    I actually find that you can take a great deal of satisfaction from disslikes within your track , If your track gets a far few disslikes , apart from the nasty people who just disslike for any other reason than its quality and taking there is no obvious mistake than i very often take that as a sign my creation hit its mark and thats not to allow every person within the game to find it an easy track to pass. Why should it be its in the " Hard " category. To be honest track central can not ever be taken as a quality control of your own track. Simply because the people who lay in it are mostly children with the power of a disslike at thier hand.

    Dlc objects , base game objects or just making your track passable to all , which most top builder do all amount to the same thing - how far are you prepared to be original and distinctive. I have found more or less anyone can build a quality track after so long of riding and builing in the game. Yet these are just quality tracks and dont really take any hard work. Take alook at the recommended , the other week a track was crossed that was built in 3 or 4 hours and yes the line was smooth but thats only because the person has played the game for a long time. But the actuall track and design was something a 7 years old could create.

    Downloads and likes are what all builders want its the law in creativeness. Without critics its leaves any creativness just a blank sheet of paper. Some think more critics the better but this i think is wrong when the critics in tc arent qualified to judge. Knowing you swampballs and knowing your style i would say you are one of the best builders in the game imo. Alot of the styles of builders just fall into the previous builders shoes , do they same tricks , same dls and continue to maintain the same laws of building. Where as your self , bring new things to the table , your outside the box and creativness is a style thats not learnt or copied from other builders , its your own perception of a fun great track. I have not played one of your tracks that did not have fun on.

    I guess after all my waffling , its down to choice , what do you want to see happen to your track after you upload it ?. I also guess that with your style it wouldnt matter what objects you used , i personelly dont really judge ur tracks on objects used but the fun and creativness you build them and the originality. They always bring a freshness to tc which i like lots , so different and fresh.

    If u want to use just dlc objects then i see no harm , as your building style isnt really governed by the objects in them but by the freshness and originality of them. Most of all the fun that is enjoyed within them.

    sorry about the spelling , not going through it with spell check as its took me long enough to compose the post hahaha
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  4. #4
    Originally Posted by TeriXeri Go to original post
    As a creator imo you should use all the DLC possible if it helps you with objects/sounds/music you can use.

    I used to somehow feel bad for using a few DLC pieces early on as well, but now that season 1 (6 DLC) is out, I use all DLC I can use, and will add Awesome Level Max to the list just as well.

    You can even see a difference on in-game tracks, RedLynx' DLC tracks used to use only basegame+1 DLC each time, but with Awesome Level Max DLC you can see the in-game tracks mix up multiple DLC to create different themes.

    It's nice they made multiplayer compatible regardless of DLC (no more need for base-game only XSX tracks)

    But I still agree that TC tracks should be DLC required to play like it is right now

    Hey, thanks TeriXeri. Yeah, I usually end up using everything anyway, I was just wondered if anyone else thought about it. My original motivation for this post was the people experiencing your track, not necessarily the likes that you got. But, if your vision was not fully realized by the lack of DLC objects, then it doesn't matter anyway.
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  5. #5
    IImayneII's Avatar Senior Member
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    If you bought the dlc's I would say use them. There is really no reason to limit yourself in building for other people. I do hope there is less dlc tough in the next trials, or just a season pass and not seperate dlc's. It splits the community and is the reason why we have so little varied tracks in multiplayer, wich is a shame

    I have to say, opening up dlc tracks for people that don't have it in private was a good thing tough.
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  6. #6
    Originally Posted by funktastic- Go to original post
    That's a tough one , i guess its down the the builder and what they go for within the final results , this i find is the same when deciding on what type of tracks its going to be. Take most of the builders assainged with the names top quality builders. As much as they try to be creative they still are controlled by the greed for likes. Most quality builders will build a track and leave it possible to be passed by even the novice players pretty easy leaving the time and faults as a balance for competiiton. To me hard should mean hard which means its should be harder to pass. Many hard tracks are still easy to pass which is the same as " do i use , dlc objects or not " i guess that's sounds a little odd but what i'm trying to say is that , most builders are greedy for likes whether they say they are not or not. So using no dlc objects is the same as a creator using dlc objects but still leaving the track open for everyone in every class to pass.

    I my self find using dlc objects is a must to achieve the maximum out of your own creativity , but am no way against it. If creators can build tracks to cater for all skill levels so thier tracks can be passed be all and not just the ones in that skill level then thats just the same as a creator just using the base game to gain more downloads.

    The only bad thing about using the base game objects is that not many thought that the objects were very good. Personely i found them ok for something's but i don't think that they managed to reach that feeling of the future. The artwork for the base game was impressive but the actual objects where somewhat very bland and gave me a feeling of a cold boring future instead of an exciting " whats going to happen " vibe. The steal looks more like mdf , the concrete looks plastic and so many more bland and not very exciting parts are in the base game. To many ramps and things like that which are true to the actual ingame track in the base game. Look at most of the dlc's , it is obvious that they realised that what they tried before just wasn't up to scratch to create a real exciting track to play. This showed when most top quality builders sat at home where producing more exciting track in track central then the developers of the game them selfs.

    Im not sure i have put my point across great but i guess overall it comes down to choice. If no dlc are used , yes you will get hundreds of downloads and the same if you make your track passable to all skill levels. ( Going on a good builder anyway ) Use dlc pieces and yes you cut the amount of people who will play and the same if you make your track that is true to its skill level and not just passable by holding r2. I presonelly preffere to have a lower player rate but the players be true to the quality of the track. To be honest as i have been buiding and learning i fhave picked up on the fact that almost any half decent builder can create a track that will sit at the top of track central all week. I could create one of these track weekly and continue to do so for ever and still sit there getting hundreds of likes but what is the point? when progression is halted. The problem for this game is the whole system is the wrong way round , they have incorporated a system that gives power to children. So its doesn't really matter how much creativity you want to show or portray. The children want something they will feel happy with at the end of the track. A few thrills , a few wows and a smooth run thats not so hard. That i find is a contrediction to being creative.

    I actually find that you can take a great deal of satisfaction from disslikes within your track , If your track gets a far few disslikes , apart from the nasty people who just disslike for any other reason than its quality and taking there is no obvious mistake than i very often take that as a sign my creation hit its mark and thats not to allow every person within the game to find it an easy track to pass. Why should it be its in the " Hard " category. To be honest track central can not ever be taken as a quality control of your own track. Simply because the people who lay in it are mostly children with the power of a disslike at thier hand.

    Dlc objects , base game objects or just making your track passable to all , which most top builder do all amount to the same thing - how far are you prepared to be original and distinctive. I have found more or less anyone can build a quality track after so long of riding and builing in the game. Yet these are just quality tracks and dont really take any hard work. Take alook at the recommended , the other week a track was crossed that was built in 3 or 4 hours and yes the line was smooth but thats only because the person has played the game for a long time. But the actuall track and design was something a 7 years old could create.

    Downloads and likes are what all builders want its the law in creativeness. Without critics its leaves any creativness just a blank sheet of paper. Some think more critics the better but this i think is wrong when the critics in tc arent qualified to judge. Knowing you swampballs and knowing your style i would say you are one of the best builders in the game imo. Alot of the styles of builders just fall into the previous builders shoes , do they same tricks , same dls and continue to maintain the same laws of building. Where as your self , bring new things to the table , your outside the box and creativness is a style thats not learnt or copied from other builders , its your own perception of a fun great track. I have not played one of your tracks that did not have fun on.

    I guess after all my waffling , its down to choice , what do you want to see happen to your track after you upload it ?. I also guess that with your style it wouldnt matter what objects you used , i personelly dont really judge ur tracks on objects used but the fun and creativness you build them and the originality. They always bring a freshness to tc which i like lots , so different and fresh.

    If u want to use just dlc objects then i see no harm , as your building style isnt really governed by the objects in them but by the freshness and originality of them. Most of all the fun that is enjoyed within them.

    sorry about the spelling , not going through it with spell check as its took me long enough to compose the post hahaha

    Thanks for the compliments... I agree with what you are saying, Your skill level idea is a valid point. Some tracks could be more focused. Personally, I do know that when I first got the game, I was really frustrated with the lack of nice tracks on TC for my "beginner" or "easy" skill level. You're an amazing builder, and I distinctly remember wanting to ride one of your tracks and not being able to get through it. I had to ride some easy track with no fun jumps and whippy turns. I think it would be nice if people made easier versions of their hard tracks, to give more people a chance to see their creations. You spend so much time building tracks, it's a shame that so few people get to experience it. I understand that extreme tracks usually would not translate, but a lot of hard tracks could be made easier.
    I like making easier tracks simply because of that reason, it gives the noobs some love...
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  7. #7
    DLC is great for creativity, however that means people who aren't sure they want them can't play your tracks. My friend at work got Fusion for PS4 but says he can't try out some customs because all of the tracks he finds require DLC, and to my knowledge they still don't specify which DLC is needed.
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  8. #8
    funktastic-'s Avatar Banned
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    It does tell you on the flip side of who created the track what dlc's went into making the track. on Ps4 i think its the square button so just tell him go to track creator and flip through the few menus that is lists. I guess tho alot of customs would use them all. something that would aid a builder in knowing whats from what dc in the editor would be great for this. I made a pure base game track and it was hard , sounds and things like that are more commom to slip through.
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  9. #9
    TeriXeri's Avatar Senior Member
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    Originally Posted by JolanXBL Go to original post
    DLC is great for creativity, however that means people who aren't sure they want them can't play your tracks. My friend at work got Fusion for PS4 but says he can't try out some customs because all of the tracks he finds require DLC, and to my knowledge they still don't specify which DLC is needed.
    They do show what DLC are used in track details but that's another menu you gotta pull up each time per track.
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  10. #10
    Personally, i use whatever object i want, whenever i want. I have never made a track with the intention of avoiding DLC objects purely to cater to a larger audience.

    Theres a few reasons i do this. The first being that anyone who doesn't own the DLC at this point, probably also isn't playing the game. The second reason which may not apply to everyone but since i only build ninja tracks, i usually assume anyone who isnt a big enough fan of the game to own all of the DLC most likely isn't even skilled enough to complete my tracks and those that are.... well, you can refer to my first reason...
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