This is a post follow up of feedback about the SRL playlist which is mostly over on my hunter side of runs.
Pro's:
- Finding more players with better lap times, better racing stats, and better corner-to-corner, stretch-through-stretch competitiveness
- The map rotations have improved greatly. I'm not racing as much on Mars as I am Venus. Sure, I get small stretches of 3 matches solely on Mars, but I expect the servers for Venus or Mars to consistently find one another based on how local system caches work.
Cons
- Tricks not working, indicating hidden cooldowns after three tricks have been performed. Fix that.
- D-pad indicators sometimes not even registering due to lag.
This has been an obvious and consistent problem, so I'm just going to make another suggestion about lag: If a p2p connection is typically deemed to fail? Boot them from the match. Trick sparrows RELY on the bumper cooldowns provided from SRL gear perks AND the natural/base cooldown. Without it? What is supposed to be a 4:15:XXX race on Venus? Becomes 4:23 and a loss.
- Sparrow drivers rotating in and out of lanes of other drivers.
In my opinion, this is due to, in large part, lack of options on the maps and a lack of total paths for the gate paths.
For SRL 2.0? Make certain maps use two different gate paths depending on the lap #. Maybe one prioritizes maximum speed overdrive sparrows and the other? Trick sparrows. Last lap becomes RNG. Just a suggestion as it keeps people on their toes.
- Other drivers using LB/RB to turn other drivers.
We call those blockers in motocross. Purposely hitting other drivers so a friend or whatever pulls ahead and can't be reached. In motocross? You're disqualified for unsporting conduct. When I see it? I report them for just that in the report player menu, but ironically still find some of them.
I don't care for the issues at hand. I don't care for the reports you read or don't read. I want options to mitigate it from happening and penalize those who do. This means stabilizing the game environments, reducing lag to minimal conditions (making matchmaking stricter is an option there), and not allowing players to manipulate a gametype designed around having fun when it is only available for a short time.
- Random texture's on the map pushing or hitting drivers.
Random debris has been known to send me or opposing drivers right in front of me into a wall, glitch flip and explode/ect. Another instance is the grav push lift on Venus sending players straight into the walls when going into it straight on (meaning it accidentally altered the flight path INTO the walls) or not correcting like it normally does.
Feel free to add anything else from your personal experience.
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Edited by Master2873: 12/13/2015 6:16:45 AMThey should just remove player collisions all together... We should be clipping through each other and most issues would be fixed... Though don't get me wrong it could cause more issues as well. Also, the game type should not be SO dependent on the boost gates. Regardless if you have boost or not, it still takes away from your initial speed which is dumb. The boost you get from it is the reward and the punishment is obviously not getting the boost. We shouldn't lose 20-30%+ of our current speed for not hitting one if you got pushed out of one because people think it's a -blam!-ing destruction derby...