Squryl:
Forgive me, not trying to sass anyone or be contrarian for the sake of it, but has anyone stopped to consider that perhaps this (or at least some degree of it), what we see on our end as broken, may actually be working as designed? Where Motorsport is a more technical product that is far less forgiving where skill is concernd, Horizon without question is designed and marketed for much broader appeal to a wider audience. It may be worth keeping in mind something someone said very succinctly in another thread (I think a recent Trial commentary), to remember that this game is also enjoyed by small children, older folks, and newcomers alike as well as the seasoned and experienced players already familiar with both Horizon and Motorsport and racing products in general. As such, the game is designed for a vast range of skill sets, including AI and it’s behaviors per difficulty level. “Unbeatable” AI ― in a game that pits grandfathers, their grandchildren, their top-tier Forza RC neighbors, and Mario Andretti against each other ― doesn’t mean ‘impossible’ AI. So where things that appear broken to us, like when AI blasts through cross country destructibles with no slowdown but then mysteriously fall off pace after being overtaken, …perhaps that’s actually by design. Cross country destructables with no AI slowdown penalty could’ve been simply an easier way to code an amped up difficulty for the only event category to send you barreling through a few stone walls before your ascent up a precipice to pull a Thelma and Louise. Or when the AI that launches out like gangbusters (requiring near-early onset arthritis olympics with the controller to catch up with them) uncharacteristicly falls behind aver being overtaken, maybe that’s more like a sort of built-in reward. I’m not saying that would necessarily the best or most elegant way to pull it off, but it may have been the easiest, cheapest way to deal with difficulty levels for the entire spectrum of skills.
I’m also not saying they didn’t eff anything/this or that up, one doesn’t have to look far for really obvious blunders…but there’s been a good deal of bluster around this and a number of other core, inner-plumbing issues, so-to-speak, that I suspect have actually been functioning as designed or very close to it, much more than we know and despite what we we’d like to see otherwise.
Regardless whether any of is that is right or wrong, hats off to ClawedScroll554 for his exhaustive work posted here and other threads…he didn’t have to do any of this, spend his time studying a myriad of issues and then take the time to report on it in such depth and detail – for OUR benefit – is truly commendable and deserving of some gratitude .
(And I don’t recall whether it was regarding his post lengths in this thread or another related one, but I promise you that you won’t see an effort like his come from PG, so those bemoaning the length of posts can go and get stuffed; this is a forum, a place for writing and reading - if you can only hand 150 or less, and can only manage ‘u r lolz omg jajajaja leet,’ find twitter.)
Ai faults are due to with in-game processing speed restrictions. Usually when programming the player car you can add all the physics like the drifting for example, but the other 11 cars can’t use all the physics, because that would be too slow. So when you see an Ai car slide it looks fake, because it is fake (it looks more like a wobble). People are just asking to make the game fair so that when the Ai don’t skid round bends they don’t get an advantage from it.
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