1. #1
    iStriide's Avatar Senior Member
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    Please improve your QA.

    I'm just astonished how poor the quality of every track in this game is. There are a good handful of people in the track central community that single-handedly pump out much better quality tracks than the creators of the game. I'm just puzzled on how there are people that are payed to sit on their "butt" and create such "terrible" quality tracks. I would make a huge rant about how bad Redlynx is, but that would result in a ban because they can't handle outside opinions.
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  2. #2
    What? Which track for example?
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  3. #3
    xzamplez's Avatar Senior Member
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    Stride is the voice we're all too afraid to have.

    I agree with him that there are track central creators that consistently design higher quality tracks.

    Ask most competitive players, many of the tracks in the game are simply not good. It'd be easier to name the good ones, because there's maybe twenty of them.

    For the record, the last DLC was the type of quality we should've gotten for the whole game (besides Adelopodia because it's broken, and Short Circuit, because it's terrible).
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  4. #4
    VEGASTRASH's Avatar Senior Member
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    Wouldn't this considered to be a bit late in the life cycle of the game? 2 1/2 years in? What would you like to happen?
    I like the lines in Evo a bit more. Aside from not using custom collisions in certain tracks, not many tracks stuck out as bad builds to me. It's obvious there was more focus on pinwheels and theme over technical lines though for Fusion.

    Let's cross our fingers for the next Trials. I think it will continue in the pinwheel and dragon direction. More about theme, less about the pure trials tracks. You can have both, but theme continually overrides driveline.

    No more tricks, unicorns, or heavy panda MP. For some reason I think open world may come into the series...don't ask me why, just an odd feeling.
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  5. #5
    UbiSkyBear's Avatar Community Manager
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    Originally Posted by iStriide Go to original post
    I'm just astonished how poor the quality of every track in this game is. There are a good handful of people in the track central community that single-handedly pump out much better quality tracks than the creators of the game. I'm just puzzled on how there are people that are payed to sit on their "butt" and create such "terrible" quality tracks. I would make a huge rant about how bad Redlynx is, but that would result in a ban because they can't handle outside opinions.
    Originally Posted by xzamplez Go to original post
    Stride is the voice we're all too afraid to have.

    I agree with him that there are track central creators that consistently design higher quality tracks.

    Ask most competitive players, many of the tracks in the game are simply not good. It'd be easier to name the good ones, because there's maybe twenty of them.

    For the record, the last DLC was the type of quality we should've gotten for the whole game (besides Adelopodia because it's broken, and Short Circuit, because it's terrible).
    Thank you both for your feedback, it's appreciated. Rest assured, our developers, designers, and creators put in a lot of work when designing tracks.

    With that in mind, I’d like to take a moment and thank them for the work they do because, quite frankly, they work both tirelessly and intensively every day.

    Understandably, design requirements always have to be considered when designing a track. For example, every track has to fit the narrative for the story, showcase new items, fit the difficulty of the level, and more, all at once. No one level designer "owns" every aspect of a track. One person may work on a driving line, another is working on making that line fit the theme, and yet another is working with the editor tools in the background to add elements. Minor changes made to the physics system could mean that every track now needs to be tweaked for those changes. Other things include making sure all bikes for a difficulty level can complete the track (not just the Phoenix or Pit Viper).

    As you can imagine, the production cycle of a game can be intensive, long, and many changes are made along the way. It’s natural for features to be added, altered, or even taken away. To create something based on another person's vision, and to be required to be creative when you don’t feel creative at that moment, is tough. Quite a few people who make amazing creations on their own would likely have trouble in such a structured environment. So we sincerely appreciate everyone on the RedLynx team, and we appreciate the hard work they put forth every day.

    Again, thank you both for your feedback.
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  6. #6
    KALzzone8's Avatar Member
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    Originally Posted by iStriide Go to original post
    I'm just astonished how poor the quality of every track in this game is. There are a good handful of people in the track central community that single-handedly pump out much better quality tracks than the creators of the game. I'm just puzzled on how there are people that are payed to sit on their "butt" and create such "terrible" quality tracks. I would make a huge rant about how bad Redlynx is, but that would result in a ban because they can't handle outside opinions.
    I normally don't post this forum much but this time makes a difference. But seriously, you are saying that EVERY track in the game is poor quality? Ok then. I understand that some people prefer other tracks and other people other tracks. I myself enjoy playing technical driving lines but sometimes driving a good flowy track is still enjoyable too. Variety is one of the things I really appreciate.

    I agree there are awesome creators in the community that constantly put out really nice tracks.
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  7. #7
    xzamplez's Avatar Senior Member
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    Originally Posted by UbiSkyBear Go to original post
    Thank you both for your feedback, it's appreciated. Rest assured, our developers, designers, and creators put in a lot of work when designing tracks.

    With that in mind, I’d like to take a moment and thank them for the work they do because, quite frankly, they work both tirelessly and intensively every day.

    Understandably, design requirements always have to be considered when designing a track. For example, every track has to fit the narrative for the story, showcase new items, fit the difficulty of the level, and more, all at once. No one level designer "owns" every aspect of a track. One person may work on a driving line, another is working on making that line fit the theme, and yet another is working with the editor tools in the background to add elements. Minor changes made to the physics system could mean that every track now needs to be tweaked for those changes. Other things include making sure all bikes for a difficulty level can complete the track (not just the Phoenix or Pit Viper).

    As you can imagine, the production cycle of a game can be intensive, long, and many changes are made along the way. It’s natural for features to be added, altered, or even taken away. To create something based on another person's vision, and to be required to be creative when you don’t feel creative at that moment, is tough. Quite a few people who make amazing creations on their own would likely have trouble in such a structured environment. So we sincerely appreciate everyone on the RedLynx team, and we appreciate the hard work they put forth every day.

    Again, thank you both for your feedback.
    It's easy for you to say that, because you haven't played them for anywhere near the time the top players have. Things that are unnoticable, or mere nuisances to the majority of players, are game-breaking bugs that rob us from getting that run we may have spent a stupid amount of time grinding to get. You don't care because it doesn't affect you, and we are but a tiny portion of the Trials community.

    This isn't new feedback you'd be giving to them. This is something that we've been saying for over five years. They know. Especially Katamari UK. They just choose not to make any effort to fix it. Or even minimize it, for that matter.

    That's just tire glitches. Time savers are a whole other issue that hasn't been said by anyone. Nobody enjoys spending hours grinding tracks just to get some stupid, borderline-luck-based time savers in a good run. Tracks like Waterworks, Observatory, Dirt Derby, Ski or Ride, Bungalow Beach, Expedition, Covert Ops, Inferno 4, Frost Bite, Eden, Deeper Underground, Iron Incendiary, Magalopolis, Docking Bay, Retrospective, Forgotten Peak, Storm Chaser, Radiation Sickness, Boron City, Adelopodia 9, Tin Town, Short Circuit, and Breakwater Harbor are all either worse or completely ruined by time savers.


    And for the record: We're explicitly talking about line. RL's deco is erratic, but that's not our concern here. We don't spend hours just looking at the tracks.
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  8. #8
    RetiredRonin's Avatar Senior Community Manager
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    I completely agree with everything SkyBear said and I think that you are using your perception of her Trials gameplay experience as an easy way to dismiss her valid points.

    My experience:
    • Posted WRs
    • Top 100 in Trials HD
    • Top 300 in Evo
    • Top 500 in Fusion
    • Over 2000 hours of Trials gameplay experience
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  9. #9
    Ch4er0n's Avatar Senior Member
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    Originally Posted by xzamplez Go to original post
    That's just tire glitches. Time savers are a whole other issue that hasn't been said by anyone. Nobody enjoys spending hours grinding tracks just to get some stupid, borderline-luck-based time savers in a good run. Tracks like Waterworks, Observatory, Dirt Derby, Ski or Ride, Bungalow Beach, Expedition, Covert Ops, Inferno 4, Frost Bite, Eden, Deeper Underground, Iron Incendiary, Magalopolis, Docking Bay, Retrospective, Forgotten Peak, Storm Chaser, Radiation Sickness, Boron City, Adelopodia 9, Tin Town, Short Circuit, and Breakwater Harbor are all either worse or completely ruined by time savers.
    I'm not sure I agree with all the tracks on your list. Colour coded now! Red - bad timesaver. Yellow - toss up. Green - fine in this humble rider's opinion.

    • Waterworks - Big ol slide in the middle, but it seems like you can set it up well enough to make it semi consistent.
    • Observatory - Slide is silly. Doubt it was intended though.
    • Dirt Derby - The ending has to be done so precise to be clean. Do I like it? No. Should that preclude super precise stuff? I don't think so.
    • Ski or Ride - Having an ending where you essentially have to break your bike was dumb.
    • Bungalow Beach - I get where you are coming from with this track. The slide in the middle is really hard, and is made even gnarlier by the non-existend set up. That said, I still really like this track...
    • Expedition - Ugh. The beginning to clear the step up right to the top is a pain. Not sure I even know how to do this. This one I agree feels inconsistent, but maybe that's because I'm not good enough (top 5 PC).
    • Covert Ops - I hate this track. That said, Classy's run on it is godly, so it can be done well. Its a toss up. I guess it kinda falls under the same precision talk I had about Dirt Derby.
    • Inferno 4 - Yeah, the time saver bounce off the wheel over the barrels is track breaking. But more than that I don't think the line is that good as a whole. It feels like a bunch of obstacles made to be hard stuck together. The flow is acceptable in spots, and non-existent in others.
    • Frost Bite - God that start sucks. No margin for error. Actually, now that the brain juices are flowing thinking about tracks, I have a spot of insight. At the World Championships a few years ago, one of the commentators (forgive me, I can't remember who) mentioned how impressive the rider's recovery was. Something to the effect that while their riding was never quite perfect, constant fine tuning on the fly allowed for incredible speed. Salvaging and making the best of minute errors is pretty core to going fast in Trials. Starts like this don't allow for that, which sucks. Apply what I just wrote to the Dirt Derby ending, and some of Covert Ops.
    • Eden - Monster slide in the middle. Not necessarily a bad thing IMO. The problem is, the landing is garbage even if you hit the slide perfect. I think that's poor track design.
    • Deeper Underground - So hard to find flow in this track. There's the finicky tiny bounce timesaver in the middle, and the helmet check at the end. I don't know that either are game breaking. I had to go watch a replay of this track as I haven't played it enough to recall it all perfectly, which I can probably do with all the other tracks in the game. This shows in my mind how much of a let down this line was for me.
    • Iron Incendiary - It makes me sad that this is on the list, and sadder still that I can't fully refute it. I think the track is brilliant save for the massive annoyance of the front tire brake hook on the falling pipe. If you want to force a trials flip, do it better. If you want to allow for finessing over the top of an obstacle, don't make it a physics object. Cuz yeah, that's miserable.
    • Megalopolis - I like this track. The big slide into the portal can be a bit finicky, but the time for the set up is there, and I think it's totally reasonable. However, tire glitches on this track are INSANE. Literally everywhere. Lastly, any track where you can fall THROUGH a ramp at the end that for some reason lost its collision detection, land perfectly, and finish miles ahead of the world record is broken. This should have never happened, even to one player.
    • Docking Bay - Awkward bounce out of the downhill ramp to a sketchy landing. Not great design, but overall the track is really well done I think.
    • Retrospective - To criticize this track is to beat a dead horse that is but a skeleton at this point. Please see any other thread involving track criticism, or even general feedback/complaints.
    • Forgotten Peak - Not sure why you included this track. There is a monster timesaver in it for sure, but I love it. Slide to set up for a big bounce - hell yeah! I think it's great.
    • Storm Chaser - The helmet check is the annoying one here. It would be so smooth if you could slide here. Unfortunately the previous landing makes it all but impossible. The start is unconventional, but I think I like it.
    • Radiation Sickness - This is one of the toughest time savers in the game. I don't think I've ever pulled it off cleanly. I still love it. This is a good example of what a really hard timesaver should be like IMO.
    • Boron City - The ending sucks. People have compared it to elevation in Evo, but when it's done blind? No thank you. Incidentally, this is not a RedLynx created track, instead built by a community member.
    • Adelopodia 9 - Broken.
    • Tin Town - Borads does some silly break flip hooks. The backwards bit in the middle is annoying. The falling building at the end is the best use of a moving object in any Trials game ever (literally never lose grip! I love it). I don't think there is anything particularly wrong with it. Another built by a community member.
    • Short Circuit - Ick. Skipping the trials flip is soooooo frustrating. However, is it particularly wrong to include this? It's not physics like Iron Incendiary, so I would argue it's fine. Annoying, but fine.
    • Breakwater Harbour - Monster slide on an awkward ramp. That said, I think the track is great. No complaints here. Third one built by a community member.


    Now for my list! Keep in mind that timesavers ruined by tireglitches like on Fusion Factory and Skyscraper Showdown are not included.

    • Base Invader - I don't like this track. Mashing one's face into the final ramp to keep lower before getting blown up in the air with a fan is not very fun. Track ruining time saver.
    • Rock of Rages - The rock bounce at the beginning is a pain. Its only saving grace is that it is at the beginning, and cannot ruin a good run at the end.
    • Way of the Machine - I hate to include this because the entire track is a masterpiece. Until the very last checkpoint, which is trash. Not fun to do slow. So risky to do fast. Wildly unfortunate inclusion.


    Someday maybe I'll make a list of the tracks I really like... Another time I think!
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  10. #10
    xzamplez's Avatar Senior Member
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    Originally Posted by RoguishRonin Go to original post
    I completely agree with everything SkyBear said and I think that you are using your perception of her Trials gameplay experience as an easy way to dismiss her valid points.

    My experience:
    • Posted WRs
    • Top 100 in Trials HD
    • Top 300 in Evo
    • Top 500 in Fusion
    • Over 2000 hours of Trials gameplay experience

    1. You both work for Ubisoft. That fact alone renders what you post here borderline void, in terms of opinions of Trials.

    2. I wasn't dismissing her opinion. I was stating that it would be different if she did put the amount of time into the game that top players have. You don't have that time or score either, so your stats don't mean much.


    The tracks are plagued by tire glitches. This is a fact that can't be sugarcoated with PR diction.
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