1. #11
    funktastic-'s Avatar Banned
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    Good idea fran , there is alot of things that could be done but wont be i think gamers should just bare in mind when liking or disliking a track. For what reason are you really disliking the track and is your reason justified. The track could be amazing yet just because of one bad point they get a dislike. Also gamers should keep in mind just because the tracks doesn't suit them to what style they like this is not or shouldnt be a reason to dislike the track. I have watched some extreme riders try extreme skill on hard tracks but becuase the driving line isnt fit for that they couldn't so they give the track a dislike. I personely think all tracks should be rated by a moderator system and for level. Hard easy and so forth and extreme tracks shoud have a different voting system alltogether lol thats another story ....

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  2. #12
    funktastic-'s Avatar Banned
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    Good idea fran , there is alot of things that could be done but wont be i think gamers should just bare in mind when liking or disliking a track. For what reason are you really disliking the track and is your reason justified. The track could be amazing yet just because of one bad point they get a dislike. Also gamers should keep in mind just because the tracks doesn't suit them to what style they like this is not or shouldnt be a reason to dislike the track. I have watched some extreme riders try extreme skill on hard tracks but becuase the driving line isnt fit for that they couldn't so they give the track a dislike. I personely think all tracks should be rated by a moderator system and for level. Hard easy and so forth and extreme tracks shoud have a different voting system alltogether lol thats another story ....

    Tracks should be voted upon for what they are and not what gamers want them to be
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  3. #13
    I think you should be able to downvote tracks you cant pass.

    There are alot of horribly designed tracks, especially extremes, that I really just dont wanna go through the effort of finishing. But are complete garbage.

    The fact that you have to finish a track is why track central gets spammed with so many lazy 1 checkpoint ninjas. When was the last time you saw a 1 checkpoint easy track when checking the top rated tracks? The fact you have to finish a track (or fault out) in order to rate it is why so much garbage gets through, imo. And it makes it incredibly difficult to actually find good extremes on track central.

    If anything it need to be more difficult for people to get poorly made ninjas in the top tracks, not easier.
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  4. #14
    TeriXeri's Avatar Senior Member
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    I dunno if its still true, but can you still share a track you get 500 faults (on purpose)?

    If anything I do not really agree with it, even if it's theoretically finishable like some of those crazy evo ninjas we heard about in the past. (I know those were epic moments for those who finished it)

    But a speculation to if a track is beatable or not within the limit goes against the policy of "Unbeatable tracks" violating TC rules: http://forums.ubi.com/showthread.php...d-to-know-this

    I know this would sort of limit ninja builds but it would make them a bit more realistic difficult.

    I don't think I'll get myself to release a track I cannot finish (don't read 0 fault) anytime soon if ever, even if more skilled people would be able to.

    I also agree that 1 CP/Floaty ninjas are a silly concept but usually I rather not play them, cause 1 dislike seems very insignificant when it has like 90% Likes somehow (why people why?)t

    I also don't like that you can skip votes entirely, seeing how you change opinion afterwards anyhow to like or dislike it increases the ratio of downloads to votes, misleading thbe image more.

    1 CP ninja releases are totally not needed when you can code in a "training mode" to skip CPs.
    Put up like a mechanic so the track is indeed unfinishable, you can keep the original track but let's say make training mode activate a branched route that pretty much overlaps a bit of the original track.

    So the branch finish would extend the track a little where it leaves room to place like a wall between the "original finish" and Branch finish you cannot reach after activating checkpoint skipping, branch lines only made it so much easier to keep the original finish area intact for training.

    Hit a button in game that activates some controller buttons to go forward/backwards, and also the driveline branch.
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  5. #15
    IImayneII's Avatar Senior Member
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    Originally Posted by TeriXeri Go to original post
    I know this would sort of limit ninja builds but it would make them a bit more realistic difficult.
    This is off-topic but, I still don't understand the concept of the high level ninja's. People always complain about consistency in a track, wich a high level ninja doesn't have..You have to be "lucky" to pass a checkpoint in not too many attempts and it's highly random wether or not you make it. Maybe it's because I don't really play ninja's but the concept seems the opposite of what a good trials track is. I just don't get it..
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  6. #16
    TeriXeri's Avatar Senior Member
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    I guess some people like the challenge of "can I really finish this within the limits given to me?" 30 mins/500F, taking it beyond a combination of "Can I 0 fault this track?", or "Can I 0 Fault this faster then #1?")
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