hello guys
great idea above , sounds very useful
Mine is rearding updates and fixes to stuff in the game , we have had many updates and most of them have solved issues that i personnel have not encountered. The issues that still interrupt my gaming experience are still happening. Ok understanding somethings cant be replicated and therefore a fix be found , i still find a few things frustrating in this game. Again i lost 2 hours of work in the editor due to the saved files not being actually saved. This is a problem with the multi player line , pressing undo and even if you save plenty of times but unaware it as switched to the multi line you loose all your work carried out in that session. Its impossible to check that all objects are set to the dirveline because pressing undo sometimes switches the editor settings so that you are placing objects on the multilayer line instead and when you save these files that are not recording and you loose all the previous work, This has happened to me many of times. Im sure this as to be something that could be reproduced and would have thought it be a massive issue that would need attention. Please can this be fixed as sometimes it causes me to down tools and rage. I wont ask for anything for christmas or my birthday if this can be fixed
cheers
funk
How do track makers decide on ratings?
I have played many TC tracks and it's very common for a track to be rated as much more difficult than it is to complete for, say, a Gold level medal finish.
A very common theme these days is to add some near-vertical climbs to an otherwise very simple track, and call it "Hard." If all there was to trials was going up near-vert surfaces, it would get very skewed toward people whose vert-climb ability is high, but otherwise their obstacle negotiation is low. They remind me of an imagined scenario where, in Physics 101 class, your final exam is made up of 7 questions/problems, but only the one on Bernoulli's Law is used to render the final grade.
This seems to be a consistent problem with TC tracks. Too many over-rated in difficulty, too many with very little in the way of obstacles to negotiate.
I say this as a player, not builder. I applaud everyone who works on tracks, and thank them for their efforts, but at the same time, I'd like to see people put a bit more thought into driving line challenge consistency. Not just one spike-y difficult point on an otherwise easy track, but consistent difficulty that is consistent with the track's rating.
As a player, I can see your point. Sometimes I think that the longer the game has been out, the more difficult it is to rate custom tracks for difficulty. A lot of players have been playing a LONG time now and some obstacles that can frustrate newer players are committed to memory for some other players, making them seem easier. My best advice to you would be to find a track that has an obstacle similar to what you described somewhere near the beginning of the track. That way, you can repeatedly smash that obstacle with the option to restart the track and smash it again for practice. If that type of obstacle is just something you want to avoid all together, find some builders that build in different difficulties or avoid that type of obstacle and then look through track central for more of their tracks.Originally Posted by chamNine7 Go to original post
Rating a custom track for difficulty and the type of obstacles in the tracks is a very tricky thing. As there is no clear cut way to regulate that and the rating is somewhat at the mercy of interpretation, there is no concrete way to change the system really here. Best bet is to try and practice to the point of not being bothered by those obstacles or find builders that don't utilize them as much.
But honestly, sometimes I feel your pain. Keep riding and next thing you know you won't hang up on those obstacles at all.
Best of luck!
Regarding above discussion , From a builders perspective.
I would say this is one of the hardest things to achieve in building a track , obstacles can be copied , dl can be reinvented but getting the correct skill level in the correct cat is more or less a gamble. There is so many different aspect to consider. One main one is the in game licences that you have to unlock , i would go as far as to blame these for the in consistent skill levels or sudden hill climbs or hard obstacles.
The licences do not acquire you to actually learn the actual skill to a compatant level that you know what you are doing and how. These licences can be stumbled over and " how the hell did i do that " appears in the back of your mind. which in effect then transfers to your building choices. I can imgaine the licences are easy to acquire so the game runs smoothly and people do not get stuck on gaining them but it does than leave people open to the pit viper but having no clue in how to really actually bunny hop , or balance correctly and so on.
There is many other attributes to consider when deciding upon skill levels , many players have played for years but have become great in only one type , like extremes or ninja. I find these players are not very good at many speedruns or simple flowy tracks and alot of the time end up on the lower end of the leaderboards and vice versa. There is also facts that some will maybe think an obstacle is harder than what it is because it has an animation by it and they are only into static tracks and unable to have motion at the same time as concentrating. The skill level is an endless task to actually get correct and i doubt there is a perfect tracks out there that suits every player. A massive factor can simply be down to the choice of bike you use, if a track can be enjoyed by multiple bikes than should it be allowed in its selection ? i think so even though most of the time the track will be suited to one type of bike. This leave the track open for more people to enjoy , i guess its down to the rider than to find out what type of track it is. I sometimes use hard tracks to show of the roach handling power and toughness of terrain , now sometimes this may include a very steep incline and on the viper it may seem very sudden but hit with the the roach and its not because te speed is slower, it would then suit the consistency of the said track and its difficulty. Many dont use the roach on technical track but i like too sometimes. Speaking of this i know a few who like to use the actual opposite bikes to get better times , i assume its like beating the track and a different challenge
I would say to any builder or anyone thinking about building , to focus on how many fault areas you are creating, this can include things like eye catchers, obstacles , time savers and any random events in your track that may cause an easy fault or one that is not the riders fault. I very often make a mistake on not leaving the next obstacle not visable sooner but is usually done by too much testing and becoming blind. Any track i create and with the amount of things to consider i tend to concentrate on one thing and thats how many fault areas is there in the track. None at all = a beginner , small amount = easy and so on.
A true example of a inconsistent skill levels can be found in many many extremes , claiming they are an easy extreme but to a degree no extreme can be easy because to be any extreme it as to have an extreme dl and even the slightest of extreme according to the in game licences , easy just doesnt exsist.
Sorry to ramble on lol , just like the choice of topic also probably not the best place to debate but ho well i had some time to kill![]()
Great response funktastic! Thank you.
Just to clarify my earlier post/question, I'm not saying tracks are too hard for me, and not trying to over-estimate my abilities and hide behind my lack of developed skils. I'm pretty aware that I struggle on many Extreme tracks and I know it's because I can't do certain things.
I come at the game as a person who rode dirt bikes in his youth and rides lots of MTB now. I find the game useful in my MTBing, it helps with my trail obstacle negotiation. Also, I've been playing since Trials HD so I'm not unfamiliar with the variety of tracks & ratings, or the different sensitivities of the various vehicles we've been able to use since Trials HD. I could definitely complain about the bounciness of the Pit Viper in comparison to the equivalent bike in Trials Evo!
I prefer when tracks, and the vehicles used on them, and the driving line all are closer to reality. An example is that some Extreme tracks require you to land inverted on your rear wheel then loop the bike back around to horizontal/approx horiz. You can't do this with a real motorcycle or bicycle. It's just impossible. So why does the game invite such trickery? Or even rely on it? Any time I hit a track that requires such things, I just move on. So I'm definitely familiar with finding builders whose vision I agree with, and I'm not complaining that there aren't enough who see things my way. I'm really more curious as to the thinking behind some track designs.
A final thing I'd raise is that I don't understand builders who create visual obstruction and in order to pass the segment obscured, you have to luck into having the bike in the proper attitude to negotiate a hidden obstacle. Those track segments are just plain stupid and they seem to me to come from a very childish perspective. But I may be missing something crucial there? If I am, I'd like to hear what it is!
Also, for clarity -- I'm on Xbox360.
@camNine7
Yeah i totally agree with the reality aspect , i try to use objects which would atleast fit into reality like solid structures for the bike to ride on and not single electrical wire like many i have seen. Obviously this would not take the weight. As for camera obstruction , well i don't understand this either and try to avoid this at all costs. Even to a point where i wont show one side of a door opening or an entrance as this leaves a post between your self and the view of the rider. I do sometimes think these are direct results of someone's testing patterns. Many will try to proof thier own tracks ( my self included ) and not take the track from a different angle in which many gamers will most end up following. This results sometimes in the actual builder not seeing that there is a post in the way or something blocking thier view. To combat this it is always best to test your built tracks with bad runs , and at each ceckpoint. I sometimes use other bikes not allowed on the final result which gives a complete different angle and perspective to riding it which can simulate weaker skilled players camera views. A good tip also is to go over the track with the fox bat which is a much lighter bike which always shows up levelled surfaces and bad object with hallow surfaces.
I often think the same about certain objects and the one you mentioned which to me , if you have to do unrealistic things with the bike is most definite an extreme or in many cases a ninja course. , which ninja is just not a trials experience close to anything in life but i guess its liked by many and would imagine the younger generation of the game. I on the other hand just love building more than riding , i could go months without even riding a track in tc and just be lost in the editor and creating a world that is as much fantasy but realistic as can be.
You made some great points bud and many i ponder over my self many of times , my replies always tend to sway from the point so i new what you meant bud and was very good valid points. As for actually riding a cross bike , i did this once and nearly killed my self lol. First time was on some waste land near me and i pulled wheelie , filled my pants that much my hand wouldnt let go of the throttle and it just kept going even higher. Problem was we was on a bridge and one side had no wall to it and i almost went of the bridge. So actually riding them for real just has'nt enter my head again lol.
4 wheels and a roof , and im sorted lol![]()