Well yet again, PG offer us two truly awful routes by the community. I took in pretty much everything PG’s own route master said when creating a good solid route, Don’t make checkpoints to narrow, make sure there visible, make sure there in a good positions on turns (one going in and one going out) don’t make them more then 5miles. Yet week after week, PG keep selecting routes that go against everything they said NOT to do.
Route 1: Only word i can think of to describe this one is diabolical. Check point to narrow and some were blind, not visible till the last minute, AI kept missing checkpoints on tight sections (that says everything)
Route 2. This i have to be honest was shocking, not as bad as the first one but was still really bad. Mainly because…again…the AI kept missing the checkpoints at tight turns on all 3 laps. i like easy wins but this was ridiculous. I laped all but one AI on the final lap.
I agree, the community routes are getting worse. The quarry race had checkpoints that weren’t very intuitive or visible and I had to restart at least once because I missed several in a row and had no clue where the actual track was at times.
I’d rather do another regular championship than these community routes.
Do you lot switch the mini map off or just not look at it or something? I had ZERO problems with this week’s selections. Visibility is nothing as long as you’re following that little map you’re fine…
If need to follow mini map all the time to know where track is going is really bad track design, how abaout try to drive these without minimap and without driving line.
Well these was just bad as i think there are gonna be. quarry track have some potential to be fun circuit but few blind corner ruin that. should allways see two next checkpoints and both of these fail in that. Top of that in first race checkpoints was too narrow and there was more shortcuts than i was able to count.
A big part of being a successful driver is “learning the tracks”, isn’t it? Without a co-driver or navigator (whatever rally racers call them) the mini-map is all you’ve got. I would have had to run the race multiple times before calling it a bad design. Even then, maybe not bad… just different. This is one thing I love about the Community Championships… they force me to run completely new venues and maybe out of my comfort zone.
Alright, I´m the guy who created the first track.
Background: In March PG asked for a challenging track they could drive in their livestream, so I created the track. It was intended to be a race without AI, and definitely not to be raced with SUVs as they are way too big for the track, that´s why the checkpoints might feel a bit narrow, but with a little bit of skill you could manage them.
As for your first statement: We, the route creators, don´t have the options to use walls or any indicators other than checkpoints in order to show where you are going. Thus I placed checkpoints in front of every corner and after it as well. I cannot do more than that as the route creator itself could not have less features and is very limiting when it comes to showing the way.
Good tip PG give on their stream that should see two next checkpoints ahead of you, because dont have walls or waypoints to show where route is going. I personaly miss one checkpoint (tight right handed corner before quarry, imo that checkpoint wasnt easy to see) in first part of the route i actually pretty mutch ignore route because checkpoint placement lets ignore the route (that is something that some PG made tracks do also.
And imo community races shouls be something that would be enjoyable no matter what assists peoples uses, like quarry race could be fun if know track better but know few blind corner and badly doing AI dont make it fun (really easy win tho when unbeatable AiI lose over 15s per lap) but maybe there is problem that PG would choose tracks that fits good to showing in stream but ignore how peoples will feel when they drive these.
I liked the races. I think that people who turn off ABS will struggle with blind bends, and if you have ABS On you can still turn the car during the Quarry track. I didn’t have to restart even without rewinds On.
I thought the new tracks were complex and interesting. The tight turns are tough since I drive bumper cam, but… that’s on me. …still learning to drive 3rd person view when I must (traffic, twisties, tall grass, etc.)
If it weren’t for the drivatars getting clogged up at certain points I wouldn’t have fared so well. They gave me a good laugh though.
It was a few days ago now that I did it, so I don’t remember much about it now, but the mention of the quarry circuit reminded me. I almost lapped the 12th place AI on that one. I would have, if my lines were a little better. But hey, I’ll take the easy win… Er… I mean, it’s a shame the AI got cheesed up, because it had the makings of a pretty good track.
Still don’t remember much about the first track, except it was the usual narrow checkpoints and blind corners that we’ve come to expect from these.
I got rammed by 2 AI in the 2nd lap at the intersection as a result thanks to this extremely poor route design. Therefore in the 3rd lap I literally stopped before the intersection to wait for the “traffic” to clear…
Whoever designed this route and whoever decided to put it in the game deserve a slap in the face…
That made it fun for me, I smashed a couple at the crossing.
Also was amused as it seemed like with the 2 check point spawn thing, when I got across the ice and my checkpoint spawned up top by the hairpin, it appeared some AI tried to use that check point. Some bailed on over and we had a head on collision.
This isn’t a serious racing game. All that made it very entertaining!
Still rubbish. The circuits are large enough so that in most* cases there is little to no overlap, rendering the novelty of it largely moot and ineffective.
And to be honest, I’m not really crazy about the novelty myself. I didn’t care for it playing with Hot Wheels when I was a kid and I’m still not really hot for it now. I try my best to avoid all vehicular contact, not to race into it. I’m sure there must be a yet-to-be-imagined circuit design out there that both captures the crossfire novelty spirit as well as provide a thrilling and gratifying racing experience, however I have yet to see that concept fully realized into a playable circuit. Yet.