Why does missing checkpoints in online still force a rewind all these years later?

I wasn’t aware I implied anything of the sort. My point was that a full-fledged slowdown system that’s anything more in-depth than the simple wall-hitting one we have now (which already doesn’t do what it’s supposed to) doesn’t mesh at all with an arcade game mostly focused on 3-minute sprint races. That’s just my opinion, anyway.

I feel like setting a players position back unless they slow down vs what we have now is a simpler/better system for how the game is played. Its also a bit, imo, disingenuous to focus on the “arcade” aspect of the game when the online scene is actually, very competitive… hence the thread.

More to the point of my original statement is that sims from 20 years ago figured this out, a AAA SiMcAdE from almost 2030 should too

Initial D arcade stage (2002~) give players hidden and smooth accel and speed penalties when players hit wall/fence.
Depending on the force, the slowdown applies for a longer time, but it is not as slow as Forza.

In Need for Speed Unbound, when the cars hit wall, it flashes lights and smoke like it is malfunctioning and losing speed.

In Need for Speed Hot Pursuit 2010, you are forced to see crash cam as time penalty.
But the game also gives you a faster rolling-start respawn to carry on your speed.

What I mean is that the way FH presents its punishment is boring and depressing and disrupts the gameplay flow.
It is like an action game character gets hurt, and the game only gives you message box saying you can’t move for 10 sec, with no animation, no blood, nothing.

And because it is some kind of “bandaid fix” from FH4,
In solo or co-op, the ghosting/slowdown system doesn’t work(not naturally build into the game) > you still see problems like wallriding or people crashing into teammates / ram teammate off checkpoint.

Also NFS, when a car crashes at different angle, it gets different result.
e.g. you crash head-on, you get totaled animation, but it also auto helps you respawn back to the track.

In Forza, if you got ram head-on into some walls/trees, you can get stuck with slowdown penalty together. It is very depressing.

And sometimes, instead of punishment, there should be some system to show you are a clean driver.
Why remove clean driving score in final result since FH3?

In Metropolis Street Racer(MSR, Dreamcast), player earns points (Kudos) by “finishing a race without colliding with obstacles or other cars”. Then use it to unlock / buy stuff.
How about putting some system like this so players learn how to race without ramming NPCs and players?