So, with your new update, you added wall collision penalties… [Mod Edit - Abbreviated profanity, profanity and profanity that is disguised but still alludes to the words are not permitted - D]
I get slammed into a wall before a jump, I get slowed down due to a wall penalty, then go off the jump at a SLOW speed, tumble, then get respawed before the jump behind everyone else!!! [Mod Edit - Abbreviated profanity, profanity and profanity that is disguised but still alludes to the words are not permitted - D]
Add to that, i go off of a jump angle slightly right, hit a wall when i land, and then get panalized for that too?!?!
Yes, I was punished unfairly a little bit but it is night and day better than before. You have to be crazy to prefer it the old way. Even with the slow downs I unfairly received I still did better than I would have. There will always be a trade off with a system like this. Yes, at times we will all get unfairly slowed down. I really have not put in the kind of time I would have with this game since multiplayer was so terrible. Perhaps some other have not either due to this. I don’t know the tracks so well so I collide with things I am not expecting many times. Once I have better track knowledge I can avoid those incidents and not get slowed down. Good outweighs the bad and I am pretty sure they will adjust the system. It seemed most problematic in Cross Country due to the amount of obstacles.
after what i tried here is my feedback … decrease the speed difference for the high speed collisions ghosting … still some people that can get away with punts
increase the “deadzone” of penalties when u hit a wall after a punt … too many time i got a penalties after being pushed in a wall
the ghosting is good … it just need tweaks … there is no more corner bomber and thats good
but the anti wallride is too harsh … i know a lot suggested that type of harsh penalties for wallriding and wall tapes but i think it wasnt really thought and come from annoyance of the MP stat …
but i still think the best way to deal with wallriding was too play with the wall friction … the crew 2 fixed it this way and its worked perfectly
ramming is not totaly gone … sadly … mostly ramming people wide from the side … maybe decrease the high speed collisions ghosting “deadzone” might resolved the issues … but tweaking the collisions model to the point they are barely affect by a hit is the best solution to me
basicly at the end if the hit is so strong it really affect the cars ghosting applies … if not … it means the collisions will barely affect the victim
but as a all online lobbies are really more clean now … keep going in this direction
IMO there are potentially 3 ways to completely solve the issue of wall riding:
Get rid of the indestructible barriers or replace them with destructible ones, but as we know indestructible barriers are neccessary in the game to keep players from crashing into the crowd or entering areas they’re not supposed to enter, not to mention many buildings themselves act as indestructable barriers. So that’s a bad idea.
Implement more realistic physics and damage model. So when you hit the barrier at high speed you not only lose control but the car is also severely damaged, which then results in the car being almost undrivable. Doing so however will make the game too hardcore for most people and it won’t stop those that intentionally crash into others to ruin their races. So that’s a bad idea as well.
If a car is riding alongside the barrier for a certain period (like 1 second) slow the car down and make it ghost. But what if this wall riding is the result of being pushed to the side by another car? Then the victim will get penalized (when people push you to the side they are often moving alongside you so the difference in speed between you and them will be too small for the system to consider as ramming). Again that’s not a good idea.
As a conclusion I think it’s impossible to eliminate wall riding in the game without turning the game into a hardcore sim, even then there would always be those a-holes that don’t care about winning and simply want to ruin your experience. Ultimately it all comes down to us players to race cleanly and fairly, no other penalty system and game mechanics can replace that.
no need to turn the game into a sim or anything … clearly high friction wall would do the trick … ivory tower fixed the wallriding issue of TC2 this way (it was even worst than in FH4) and it works perfectly … wall tapes barely slow u down but wallriding is really slower than taking the corner normally … same for FH1 … walls friction was so high wallriding was ineffective
I am agenst wall riding as well. But getting the slowdown for grazing the wall is overkill. Forza also needs to keep in mind that this is a arcade racing game not a simulation racer. I will check back in a few days but if its the same i am done with the forza franchise all together.
There’ll surely be tweaks and changes but don’t expect them to come after a few days of code being live.
Right now racing in FH4 is so much better than it ever was. It might not be ideal but it’s much better. Let PG collect enough data to see if it all works as they intended though, let’s not rush them into changes just because someone got “unfair” penalty.
I was doing an online adventure qualifying session today, and got to experience some of the ways the wallriding penalty can get you when you aren’t wallriding. First time I didn’t brake at just the right time and went through the corner a bit sideways. I pulled through it, but gave the wall a little drift tap with the rear bumper on my way out (I was already out of the corner)…got a penalty and was passed by 4 other cars. Second time I was pushed by a teammate and missed a checkpoint. Rewind put me in a bad spot where I had to swerve to make the checkpoint, but hit a wall on a straight section…yep, got another penalty and ended up in last place. Third time I got pushed sideways by another car and right into a wall on another straight section. Another penalty. All three times happened in a single 3 lap race. Honestly, I like the idea of slowing down deliberate wallriders, but it seems that this penalty is happening far too often in places where it shouldn’t even activate. As someone else mentioned, this new system leaves no leeway for cornering mistakes if a guard wall is there, and it made today’s multiplayer races even more annoying than usual.
I don’t do much online racing so I haven’t experienced much of the wall riding phenomenon, but I was competing in the Trial last night and in one of the races as I was braking to make a turn, a teammate went by me so fast it actually startled me. He wall rode around the corner and shot out past the end of the wall at full speed. Since it was a teammate helping to beat the AI sadly I was more awed by his manoeuvre than upset by it, and I overheard him and a buddy laughing about it. What wasn’t helpful was the two of them wrecking each other near the finish line although I went from fourth to second so it wasn’t all bad. My point is wall riding wasn’t fixed in this event and I got to experience first hand what an unfair advantage it is.
Funny enough, after our team won the Trial with three straight wins, I did an online adventure qualifying event. In the first race, the usual gaggle of traffic bunched up near the start of the race. Because I prefer the front bumper cam, all I could see were the back of several cars which cleared and there was a wall right in front of me that I barely grazed, and of course I get a slow down. Two races, two totally different results from wall contact.
This is a terrible implementation. A slight tap on a wall with your rear quarter or bumper yields a slowdown sufficient to lose 5 places in a race. Especially silly on cross country courses with jumps.
Even hitting a wall head-on can yield a slow down - because the wall stopping you dead isn’t enough.
And of course getting pinched into a wall by a car beside you now effectively ends your race.
Wall friction would have been a much better, and easier, fix.
One tap in a 2 minute race now effectively ends your race. That’s clearly ridiculous. It would be like giving the death penalty IRL for exceeding the speed limit by 1 mph.
I think the anti-ramming measures were good, but the anti wall riding measure have gone too far. As people said it doesn’t just stop wall riding is stops any kind of bump of the wall (which players will weaponize).
A wall shouldn’t slow you down until you’ve made extended contact with it (ie: riding). It could work like a friction, that slows you down progressively the longer you ride it.
I thought that they would add friction personally, but you can still improve the current idea as well. Most taps come from cars moving in from behind you, and you can check if a car is moving in from behind you before a tap occurs, that will improve the tap situation a bit.
Or just have zero slow down for contact that is less than a 1/4 second (or some appropriate value). After all, the fix should only be for the issue of riding an entire wall around a turn (which was faster than clean cornering in many cases).