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Everything posted by Mike Dee
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Much better to do it this way so you can get a fairly comprehensive patch out a week later, than keep trying to hotfix single things all throughout the week. Even in it's current state, I'm absolutely obsessed with this game. So kudos to you and the team!
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Alright, let's take some bets. Who from the Dirty Discord is going to show up and get some early runs in for Spain hoping it's next week's challenge stage? @CrazyNevada or maybe @gheeD? Who knows, maybe we can finally convince Jon to take a few runs with us and show everyone how bad we really are at this game
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You're talking about those 2.0 hats aren't you?!?! @Rallystu2 and I need these in our lives! All seriousness great job with 2.0, even with all of the hiccups. After a weekend of racing I can say this feels like the true successor for Rally and I cannot get out of work fast enough to get back to chasing those WR times!
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Which is honestly how it normally is for the lower tiered racers. They aren't going to put Joe from the local body shop in who is driving a rebuilt DS21 into a 8 mile night rally through the rain on his first weekend...
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Either hit F12 to screenshot in Steam -> upload to profile -> make public -> share link Or use Shadowplay/OBS to grab screenshots for you Or run the game borderless windowed and use something like ShareX or SnipIt
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DIRT RALLY 2.0--- post your wheel and ffb setting!
Mike Dee replied to teknoid85's topic in DiRT Rally 2.0
G27 - Ported over my settings from DR1 exactly as I used to have it and it works perfect. -
Fair enough, it may not have been billed as anything and everyone just assumed it was the next career mode - that is our fault for speculating. But from what you just described, it sounds like you can summarize DR2.0 like this: Want offline play? Cool, go play custom events. Want to actually progress and complete a "career mode" - well your peasant ass should get some stable internet. I might be wrong, but this is the general gist of what I believe the internet is feeling right now in regards to the net connection required. Like I said, for some of us it literally makes no difference. But for others, like me from years ago, we bought these games because the setup we had didn't make a net connection viable. We bought games to keep ourselves entertained since we couldn't stream movies or anything, we had to deal with whatever we had in house. Sure customs will still be fun, but racing the AI in a career and progressing is what got me to boot up the game daily (D2/3).
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And see that? That is a fair assessment but that really isn't what it has felt like was conveyed to the playerbase. From the outside view, My Team has been billed as the "Single Player Career experience". We all could be completely wrong about that, but I think it needs to be cleared up ASAP because I think everyone can see the inevitable backlash brewing. I think the ultimate test though is this - does the garage of vehicles I have purchased in game reside within My Team or does it reside outside of it? If the credits I earn from doing single player "career" style races are locked behind an internet connection... well, just be ready for the inevitable outcry. I've got stable internet so it won't stop me, but the rest of the web might not be so kind.
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And this is exactly where they screwed up. I'm sorry, I love this game and will have no issues staying online, but no game should ever require an internet connection to play CAREER MODE WHICH IS SINGLE PLAYER. Full stop. It is a terrible game design to require the internet connection for single player content, especially when it is the main part of the content. It's career mode. I understand wanting to tie career to MP & eSports, but this is a terrible way to do so.
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I think everyone is scared that you won't even be able to enter My Team without an internet connection. Not just being limited so that your times aren't uploaded, but limited that you can't even play career mode. If the latter is the case and you can't even enter My Team without a connection well... expect some serious (understandable) hostility from the playerbase in the following 48 hours @ChristinaMc
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DRC | DiRT Rally Championship | The Forum's Club
Mike Dee replied to SkyRex's topic in DiRT Rally 2.0
Fair enough, but how long are your seasons going to last I guess? Anything faster than every 3-4 months seems like you're rushing it. A new event every 2 weeks gives us 12 weeks worth of events Day 1 and 16 weeks worth by Day 60? So it feels like a full season by the time you complete all of these different events, you've fully traveled everywhere over the last few months. You'll have different conditions next season too, but they are spaced out far enough that I don't really think "knowing" the stages and conditions will be that big of an issue, especially if we include deformation. And I'm not saying you have to rotation through the conditions every event, but it is a decent option to throw in there if you are running double stages. And we also setup the rally to "progress over days" like you would expect in real life. SS1 is Morning, maybe it's overcast maybe not; SS2 normally keeps morning and maybe the weather gets a bit worse so it's cloudy; maybe by SS4 it's afternoon rain cuz of the morning clouds. By SS 8 it's late at night and your on the upper Long stage for the location. We try and make our leagues feel like actual progression through a rally weekend. -
DRC | DiRT Rally Championship | The Forum's Club
Mike Dee replied to SkyRex's topic in DiRT Rally 2.0
Fair enough, but I don't think running the same KM is a bad thing. Currently in my league we'll do Sprint A first in morning overcast (or something), Sprint A Reverse (overcast/maybe rain), Long A (afternoon), and maybe a Sprint B (midday) before a service. I get there are only 8 stages to run per location, but rerunning some of them in different conditions (like for SS10 running Long A Reverse Night/Rain) creates some really intense moments because people start getting a bit more confident since they "know" the stage already. As for the service stops being hard already - that is the entire point. Want to post a fast time? Get ready to deal with a beat up car. Want to save your car so you can keep driving it hard(er) all 13 stages? You're going to be 5-10s off lead time but you'll be able to keep pushing for longer. It's a trade-off, speed or reliability forcing you to decide when pushing it is worth it. We did Finland like this a couple weeks ago in my league. The biggest jumps? I'd brake check the hell out of them into 5th gear and do almost no damage. Caused me to be 10s behind DannyBoy - then DannyBoy DNF'd around SS7 because he beat the hell out of his car. You could tell he noticed it too around SS5 when his times all of a sudden became 5-10s slower than mine. -
DRC | DiRT Rally Championship | The Forum's Club
Mike Dee replied to SkyRex's topic in DiRT Rally 2.0
I'm definitely in, but these options are way too short... Why limit it to only 7 stages? Let's bump that up to at least 13, even more would be preferable! Make league events span 2 weekends, Friday -> following Monday so everyone has enough time to do all of the stages. And there better not be a service stop every other stage! Make people balance pushing the limit while saving their car. Running a 15 stage rally with only 4 service stops introduces an entirely new level of strategy you don't get when you can be back to 100% every other stage. -
Yup, if you ever see day 1 keys for under ~$42 you can assume they are being sold outside of their designated region. The only way these sites operate and can afford to sell keys below that is by "importing" them from regions where Codies has to charge less for the game due to purchasing power in the region. Normally by doing this you are violating some part of their ToS and they can reject your key if they wanted to. Not always going to happen, but if you do a quick google you can see it isn't impossible and some devs have a real issue with the practice and will happily remove those keys from active circulation.
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We're talking about softlock right? I'm 99.9% positive I've seen the option in a few different streams and would be absolutely dumbfounded if it wasn't in 2.0; it's a basic mechanic of almost all racing games now
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Don't worry, I won't forget you guys! I'll make sure to slap a #Dirty-Gossip decal on that custom livery I'll be running in the finals 😉
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The story of DR2.0's entire hype train
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I'm pretty sure the words you were looking for were *BRAHP BRAHP*
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Don't ever take anything on here too personally, we all just love to take a few jabs at eachother while struggling to cope with the fact that WE STILL HAVE TO WAIT 57 HOURS UNTIL WE CAN PLAY DIRT RALLY 2.0 😭
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Can we all just stop to appreciate how much **** @ChristinaMc puts up with from us, and does it without breaking stride? And how she somehow got those glorious DR2.0 beanies back on the table as possible merch 😉
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Well compared to his experiences in AC and the rest, I'm sure they are sub-par compared to those dedicated circuit racing titles but everything I've seen makes it look like v2.5 physics for Dirt Rally. Back towards the old handling model and better than D4, but with more weight and natural feel than DR1 gave us.
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He seems genuinely excited for DR2.0 and the ruts look like they are really causing him to work the car. GETTING SO HYPED
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So long as we can get some plain white liveries in there and the PSSG files still unpack easily, I'll be happy. Let me at the very least use custom local liveries even if everyone else can't enjoy their awesomeness in MP online.
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Everything I've heard has the ruts actually impacting your lines and feel of the road. I'm mostly curious to see if driving through ruts or trying to cut out of them will give serious issues or if you'll be able to just easily roll out of them.
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That's what I heard, the madman was just Rhino'ing his way through Turn 1 treating it like NFSU. I'm sure that rubbed a few people the wrong way, but I've been waiting for a good laugh with 2.0!