World of Speed

World of Speed

Aatsra 17 Jul, 2018 @ 6:16am
Handling needs tweaking
I have owned all the cars from car class A to C and I have looked into the physics of WoS. I was sold into getting the Early Access after seeing the potential depth of its arcade driving physics feels as a fan of these games. However the physics as it stands needs improvements before Open Beta release for WoS to succeed.

- Controller players have far greater advantage than keyboard players -

Currently turning the car in WoS without attempting to drift carries a significant speed loss that severely slows down the player. To lessen the affect or to avoid this, players have to minimally steer the car and take the widest line through a corner, but repeatedly tapping on the keyboard does not match the minimal stick input a controller player can do.

The problem can be solved by balancing keyboard response to vehicle steering, however the driving physics itself is at fault too. I don't agree somewhat with the way steering a car will lose you 30km/h if you pass through a corner thinking it doesn't require the need to drift. This is penalising to the player and it has resulted in the driving style meta to focus on drifting to preserve car speed on most minor turns and kinks due to this great risk.

- FWD cars are far too disadvantaged with these game physics -

A majority of the earlier cars are FWD and make up a good third of the car list, but they're incredibly unviable for competitive driving because of their response to drifting. There is a unnecessary tanking on its speed when tapping handbrake and drifting in lightly to set up your corner's lining. They cannot preserve their speed at all unless the player avoids drifting altogether, which is seemingly what the developers wanted as they carry better power and boast higher grip stats, maybe cause this trait applies to real-world FWD logic. Their only benefit to drift is on dead sharp corners that come after a high speed section.

However this is a big mistake.
I don't think there is anything wrong with having FWD cars capable of drifting in the same manner as an RWD does in the game. It is wrong to have so many cars be outclassed by the meta because of their response to the driving physics, leaving its potential wasted. Players who are quick to discover this would be mad if they roll to unlock a FWD car in the showroom. If the developers insist on demonstrating this trait in the final release, at least please make sure their corner exit speed is on par to its RWD opponents. FWD cars are being avoided altogether.

A quick note though, I discovered there is a method to drift these cars around a corner fast and exit fast like an RWD car would. If you steer a FWD car hard in one direction over 120km/h, it will begin to oversteer due to the high speed, causing its traction to go off and start a slide. If the driver can manipulate this, it can regain grip just in time for the corner exit when this slide changes into a proper drift, thereby reducing the speed loss.

- Drifting points earned are too slow, are speed dependent -

This is problematic when dealing with a challenge or bet that sets a big amount of drift points as its target goal in a race course that doesn't provide many opportunities for players to drift that much, similar to London Westminster's difficulty for Top Speed challenges. This is also greatly prevalent with FWD cars as pointed out earlier, they lose speed too much in a drift and are not netting players a good number of points. I can't even get over 20 points if I try hard. This needs fixing on all car types, and points should be considered being earned when a car oversteers due to turning hard in high speed; If the oversteer drifting method is picked up by the developers as a potential cornering tech, that is.

- Crests and road bumps throw the driver out of line into a potential dead stop -

This is a greatly annoying experience for players aiming for corner apexes, particularly along the crests in Azure Coast, California Highway, and the sidewalks of Moscow and San Francisco. Hitting them inside corners cancels the momentum and direction of the player's current trajectory, sending them further out or in and possibly resulting in a crash against the wall. Car physics needs to counter this, in three possible ways:

+ Cars can steer in the air, keeping its drifting feel and trajectory from launch thru landing, all the way till the drift exit as if it was a single continuous drift turn.
+ Suspension on the wheels can softly drive over these bumps, letting the player be rewarded for their lining.
+ Hitting these bumps affects grip of the car upon landing, which can be used as tech for advanced players.

I look forward to WoS and I sincerely hope the developers take note of this suggestion.
Last edited by Aatsra; 17 Jul, 2018 @ 6:21am
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Showing 1-2 of 2 comments
Never Again 19 Jul, 2018 @ 12:27pm 
All your suggestions are very valid, but they all have been mentioned many times in previous posts and nothing has been done. Maybe now that vacation time for devs is over, in about 6 months from now we might get FTP release. Without these fixes, the new players will quit just as fast as they join. The ranked races disaster is even worse than the valid points you have made. OK eagle and Jips, here is another chance to critisize me.
Eaglespark 26 Jul, 2018 @ 2:12pm 
Originally posted by Tbay1959:
.... OK eagle and Jips, here is another chance to critisize me.
wo isr dein problem? Verträgst du keine Kritik ? kannst nicht reflektieren ind in dich gehen? ich ,meine das kanst du nicht....
Last edited by Eaglespark; 26 Jul, 2018 @ 2:13pm
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