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Local Multiplayer Problems: Curves and DNFs
First: Trials EVO is the greatest XBL game to have ever graced my Xbox 360. Countless hours of fun (and frustration) have been had, and shall continue to be had.
Also disclaimer: the problems I mention now have been raised many times on this forum already. The issue for me though is that the problems have never yet been dealt with in a way that justifies the existence of the problems. I mean, the dev's have explained briefly why the problems exist, but have not acknowledged that the problems are problems that justfy resolving.
1 - Local Multiplayer Curves: Checkpoints are uneven. I appreciate the reason why dev's included this feature, because the track length is longer for the person who travels on the outside lane. So the player is compensated by getting a headstart at each checkpoint.
This solution is incredibly frustrating though. The problem is that on any long track with curves, Player 1 (for example) starts so far at the front of the screen that he crashes (i) if any other player catches up to him, or (ii) he cannot see the next obsticle or ramp and constantly crashes. Player 4 (for example) starts so far at the back of the screen that he instantly disappears before he even gets a chance to accelaerate. In short, most long supercross tracks with curves are simply unplayable and have to be deleted.
Proposed solution: (i) Curved road causes the riders to have their speed scaled in real time. This way, after the turn is complete all riders are equal. Preferred solution.
(ii) Forget about compensation completely. At least give us the option (selectable) to disable compensation. Tracks would be infintely more playable if at least we start on equal footing for each checkpoint. Forget about who gets an advantage on the corners.. the player at the front can at least have the option to slow down if he's too far in front.
2 - Multiplayer DNFs after last checkpoint: This has been dealt with by the dev's in other threads as "this is to punish people who bail out prematurely". That's a fairly weak justification though, considering that its not just bailouts that get punished. If any player falls off the back of the screen after the last checkpoint (with bailouts enabled) then he instantly DNFs. Its a huge tournament spoiler. If the intention was to punish early bailouts, then why do you punish anyone who happens to falls off naturally? Some of the best tracks to have an obstical or gap between the last checkpoint and finish line, so this really is a significant problem to fans of local multiplayer.
Proposed solution: (i) Don't punish normal stacks or crashes, just punish those who bail out prematurely. (ii) All supercross designers have to put a checkpoint very close to the finish line (but that defeates the purpose of the dev's intention to punish early bailouts doesnt it). Solution (ii) would result in no solution at all though because most track designers dont know about or respect the gravity of the problem.
Like I said, best XBL game ever... best is not equal to perfect though, so I would love to contribute the above ideas to your game in the name of subtle improvements... assuming anyone on the team agrees that these problems are in fact problems, and that the sugesstions are in fact improvements. Happy to discuss any and all in closer detail.
Regards,
Junker1