Utas
Chicago, IL, USAPlanetXtreme1 year ago

There should be an updated rule for garage to garage scenarios. What constitutes ‘traffic?’ In the gameplay settings, you’re able to choose how many vehicles spawn as traffic, and if you make that value one (as opposed to auto or 6), the run becomes much easier, basically notraffic%. There should be a minimum vehicle spawn amount, and I think 8 is a fair amount, but that may block out some users from participating due to computer performance. It seems like an appropriate middle ground to me. If it’s 4, then everyone will use four, and traffic will seem fairly inconsequential. 12 might be okay but blocks out too many from participation.

Additionally, I found an exploit (months ago, but still works) where if you bind the enable emergency vehicle lights action to a button which already exists on every car, for example, turn signal or headlights (in this case, binding emergency lights to the default key “n” or “,” or “.”, which already exist for other items), then traffic will often yield whenever you use turn signal or headlights, even on vehicles that do not possess emergency lights. This should also be a banned exploit for that mode. The exploit can be called… invisible yield exploit?

Sometimes the traffic doesn’t yield, but pressing the headlight button a bunch of times seems to cycle the non-existent emergency lights and the traffic again yielded to my vehicle with no lights and sirens.

Chicago, IL, USAPlanetXtreme1 year ago

The basic idea for this run is to make CTF competitive. It includes some luck elements which will have to be learned and better understood for the best theoretical runs (like traffic spawns, common AI routes, flag spawns [and more?])

Rules: Any map, London or New York. Driving options: Any time of night, any weather max traffic and max pedestrians Scoring options: Delivery points: Decay (so time really effects your score) Max time: High (20 minute rune) Max score: Infinite Regeneration: Anything Heavy flag: on (off could be cool and all but on would make it easier for AI to catch you) Opponents: 4 Players: 1 Vehicle: Any I think it would be a cool feature to also require the player to remove the map in the UI. It could make the run slightly more competitive but also possibly more random than competitive/fun. Paired with a required “foggy” setting in the weather, this mode could become extremely difficult and would require the player to read the AI’s direction along with knowledge of flag spawns - it would be the ultimate competitive mode and would require intense map knowledge. You would also have trouble cutting off AI without being able to see them on the map - another difficult part about this theoretical rule, I think it could be fun but it is not my decision and I would like input. Additionally you could remove markers on the AI to make them invisible - if the map was to be removed, I think the AI markers should as well - at a competitive level the AI are barely an annoyance and it’s fairly easy to have them get zero flag captures every 20 minute round, no matter the vehicle. Without having knowledge of their location, however, may enable them to pop out of random corners in front of you.

Possibly unknown btw, flag spawns do seem random but I believe they are at least somewhat dependent on where the player is facing when the flag is “captured.” You can test this yourself if bored.

Any thoughts on this idea? If implemented, should the map and player markers be required to be off?

itsDare dan Kibō menyukai ini
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