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Yaggings

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  1. It wasn't listed, but a possible solution to the Tire Choice Dilemma I've posted before, that also deals with abrasive cuts without having to place massive warp zones everywhere: Soft tires should still provide the best performance, but should degrade extremely quickly if they hit off-road. That means, if you want to go the fastest, you also want to go the cleanest. Medium tires should be more resilient than Softs, but still risk a puncture after generous off-road riding. Hard tires are obviously very resilient, even to off-road driving, but at the cost of performance. Beginner tires, essentially. Also, as these settings need to scale well between both long rallies and Time Trial stages, Time Trial stages should start with a pre-set amount of tire wear. That's to ensure Softs + generous cuts aren't still the optimal choice for very short Time Trial stages.
  2. Yaggings

    Thank you Stuart Ross - Dirt Rally OST

    @PJTierney Please let him/remind him to also release the Menu track for Dirt Rally 2.0 on the Soundcloud. I'd love to hear about his inspirations for the soundtrack. I'm sure I'd find some of my favorite artists there, but also a lot of gems I haven't heard yet.
  3. I was always under the impression that Dirt Rally 1 OST was unreasonably good for its genre. In a game where many players would disable it for "maximum realism", it provided us with a good mix of pumping, energetic tracks and mellow replay tunes. It was really a stroke of genius to combine tense and nervous rallying with an almost zen-like music because, in many ways, rallying is a trance. That's why, when I heard the soundtrack in Dirt Rally 2.0, I was doubly impressed. I am a big fan of lo-fi and DR2.0's soundtrack felt like an improvement on every level. The concept was very similar if not identical, yet the music got a lot more additional depth and can easily be enjoyed on its own. I cannot wait to hear the soundtrack for Dirt Rally 3.
  4. This question came up to me when thinking about certain other series that famously featured street racing, and how it generally went to ****. While I don't think Codies are faultless, I definitely would trust them more with a fun driving experience. However, looking at their titles, all of their series (including the more casual ones) feature "legal" racing only. Obviously Codies have a brand to maintain, so I'm wondering - is this a conscious choice, or were they just never interested in making a street racing game?
  5. I'm reading this as a confirmation for Dirt Rally 3 being released around 2023, once the agreement is in full effect. That'd give the main crew (programmers, artists, animators etc.) over two years to deliver, which is a pretty nice timeline for a project this size. It's possible they're planning Dirt Rally 3 for 2021, Dirt 6 for 2022 and Dirt Rally 4 for 2023, but that'd be pretty ridiculous. I would not be happy with another WRC entry, but this time from Codemasters. It's pointless to split these games, when they occupy the same genre. Perhaps the game will be titled "Dirt WRC", "Dirt Rally 3 WRC", or even a whole new franchise. I'm wondering how it'll influence the development. Obviously the cars are in, but so are the tracks. This does not bode well for the random track generator feature, nor even modding - I'm not betting on WRC allowing much customization in its products.
  6. When every game released in 2019 releases a "Game of the Year" edition, lol. Well, I guess they couldn't call it "How It Should Have Released" edition.
  7. VR users are a tiny fraction of any playerbase, even including VR-friendly (aka not vomit inducing) games such as driving. I can totally understand why Dirt Rally is the prime candidate for VR support, even though I don't own VR myself. However, I would sacrifice VR over basically any other feature on my list - deeper singleplayer, deeper multiplayer, more content or better graphics - especially if VR will "come later". Even within features that only apply to additional hardware, I'll take a working FFB over VR support.
  8. Yet again, you are not responding to what I've actually written, but to the imaginary argument you've made up in your head. I have stated clearly - just because Dirt 4 was a failure, does not mean every random stage system is a failure. That's like saying every Alien game will always be bad, because Alien: Colonial Marines exists. I really don't think level designers from Codies believe it's a good idea to have a stage with tons of large jumps, water splashes, extreme turns and elevation changes, because at some point it'll look silly. Most of the stages have one or two "extreme" moments that keeps them memorable and unique. It's logically impossible to make everything stand out. Regardless, I would argue that Dirt Rally 2 with all DLCs has around the amount of stages that you would expect from Dirt Rally 3 (and you'll probably get less). And if you're really into this game, you can consume them extremely quick.
  9. You should realize that there have been random track generators - in Rally games - as early as PlayStation 1. Even back then the designers knew, that having a set selection of stages puts a huge clock of waning relevance on the game, because you don't even have other cars to make each run unique. Just because there's ONE game that did it poorly, does not mean it cannot be done right - I mean, the best selling game of all times is procedurally generated. I would argue that the tracks are varied enough, but if you want longer stages, then you'll just get less of them. There's a limit to how many tracks a studio with a set budget can pump out and it's not "impossible" to be bored with even a hundred stages - which will never happen anyway. And no, you are not "99%". There's already been a bunch of posts suggesting random stages or a stage editor. People would like to have that option at least along with hand-crafted stages.
  10. GENERAL Random track generator OR a track editor This is a big one. Dirt Rally has a special "advantage" - lack of official stages. That makes this series a perfect candidate for innovation in that regard. Truth is, tracks are a consumable. At some point you learn them and they stop being surprising. If Dirt Rally 3 wants to avoid the plague of a comical amount of DLC tracks and two season passes, it should spend the time and effort to come up with a truly revolutionary random track generator. It can still have DLC, don't worry, but these can be of cars and countries, rather than tracks that we already know anyway. And you can support the game with dozen of seasons if you want, if the base game would be fulfilling by itself. Better (worse?) co-driver Sometimes realism comes with a detriment to the gameplay. Mr. Phil is very calm and pretty clear, which is quite realistic - he's a professional and he tries to keep the atmosphere in the car cool. However, to a player that might feel like he's just reading the pacenotes at a desk, completely unphased to what's going on around him. We need a less professional co-driver, that does exactly the opposite - adds dramatism and nervousness to the experience. They should react when you drive off the road or hit stuff, they should ask if you're okay if you crash, they should change their voice tone in dangerous situations at high speeds. It might feel counter-intuitive, but it adds to the character of the game and makes it that much engaging. Cuts and tire damage As I have mentioned in a different thread, cuts aren't liked by anyone, neither the experienced players nor the newbies. However, you might never get to eliminate them - if you're too strict, the maps start to look goofy and limited, and some will slip past you anyway. As I have suggested, soft tires should take the most damage when driving off-road, up to a point of a flat. Slower, but harder tires should allow newbies to make a ton of mistakes and still get to the end in one piece. Hardcore Damage Seems that everyone's gripe with hardcore damage is that it's not really "hardcore". While this definitely needs to be fixed and improved, I would also like to see more types of damage - brake failure, gear failure and many others. OFFLINE CHAMPIONSHIP The basis of Dirt Rally (of any Rally game, really), is traversing the track from one end to another as fast as possible. What defines a game mode here is EVERYTHING ELSE. If there's nothing else distinguishing a game mode, it has no reason to exist - and that's the case with almost every mode in Dirt Rally. Focus on Hardcore It might be daunting to explain to Corporate that you'll focus on the players already playing your game, rather than making it easy and approachable, but here's the counter-argument: Dirt Rally now has a reputation to uphold, it's already known as "that game you're going to crash and burn in" among the casual population. The answer to a strong identification is not to distance yourself from it, but to lean in as hard as you can and meet the expectations. What I mean by that is game balance. The game should be balanced for hardcore damage and no resets (including an auto-loss if you Alt+F4), and include additional features (such as random events). That does not mean you CAN'T turn these off, just that the game is made with the assumption that you'll eventually turn them on. In-depth Team Management Team Managements in DR1 and DR2 are extremely linear - you get more money, you upgrade your team members and that's it. In reality, it's not management, it's upgrades that get you closer to the "ideal" racing conditions. Do I have suggestions in this matter? No. I realize the reason the system is so boring is because it's difficult to come up with something truly interesting. So I can just offer criticism of the system and hope you'll figure a way to make it better. Sponsors and decal customization It might seem pointless to include customization in a game where you never see your opponent's cars, but believe me - nobody REALLY sees your amazing decals in Need for Speed, yet people still apply them. Sponsors aren't just an addition to the management aspect - they should get angry when you trash the car with their logos on it, forcing you to drive more cleanly. MULTIPLAYER As in the previous section, each game mode has to feature something that differentiates it from the others - however, in the case of multiplayer in the current Dirt Rally titles, the issue is that there's nothing "multiplayer" about them. Every person on the leaderboard could be called "John Johnson" and it would change absolutely nothing about my experience with it. In a game where you're never interacting with other competitors, an extreme amount of attention should be put into creating that interaction though other venues. Rank and ladder system https://forums.codemasters.com/topic/39258-overly-specific-description-of-a-possible-ranking-system/ I've already posted my idea for a ladder system a long time ago, but the recap is - five tiers, plus a "Legend" tier for the Top 100 players. Bracket players into small groups, so instead of finishing "289" and having no idea how good they actually are, they finish between 1-100 and can directly compare themselves to others. The goal here is feedback and interaction - a player has to see how good they are and how their skill increases with time. In-depth breakdowns and the feeling of progress Keeping with the theme of progress, currently the system produces one winner and hundreds of losers. You will always see a "red" bar on the left side of the screen, because you're compared against ONE score of ONE player that happened to go the fastest. A player must be provided with a stat sheet of what they did right and what they did wrong. Even if they haven't won, was there a split they did particularly fast? You have to let them know.
  11. Yaggings

    Colin McRae: FLAT OUT Pack

    Calm down.
  12. Yaggings

    Colin McRae: FLAT OUT Pack

    Is there a good track record for that though? Dirt Rally 2.0 has almost exactly the same championship structure (with a repetitive singleplayer and the daily/weekly/monthly spread), it has all the previous cars and obviously all DLC rally tracks have been from the previous game. The driving is certainly different, but the game itself is not a revolution nor an evolution. More like Dirt Rally 1.9. The stage is set. New engine, VR support from Day 1, actual "hardcore" damage, an online ladder system, randomized stages done well, team management and upgrades that aren't brainless timesinks, these are only some of the things Dirt Rally 3 should have. I'll believe it when I see it.
  13. Yaggings

    Something is coming closer...

    True, but also we are not driving the stage a couple of times a year, we're driving it hundreds of times. And we don't have a ton of absolutely random elements that can affect a stage - surface wear and weather are a good start, but they're nowhere close to reality. Random stages are not a secret technology, we had them at least since PS1. Obviously they need a lot more work to bring them to 2020s standards, but they're absolutely essential to making Dirt Rally 3.0 NOT rely on comically large amounts of DLC updates to keep the game fresh. Since Codies don't even have a licence for these stages, they're prime candidates for using innovation as a selling point.
  14. Yaggings

    DiRTy Gossip

    I don't think this address my concerns - a demo is a way for a single customer to test if they want to purchase a piece of content or not - if a significant number of them don't purchase the game, because it appears they have to spend an additional 50%-100% of the initial price to get all DLCs, then demoing is not a part of the equation. I think, for a casual observer, it looks like the game is nickel-and-dimed and many comments/reviews online already mention DLCs as a big negative (especially with the optics of reusing old content, though I don't agree with that at all). If you're not willing to get out of the perception of a player with the Season Pass and look at it from a new customer's perspective, you might not see it. Codies can still sell new DLC, support the game and release old content for free, these things aren't mutually exclusive. But we're in the age of F2P games with constant updates, free DLC in AAA titles, consumers pushing back against in-game purchases. In this context, DiRT Rally 2's monetization looks outdated.
  15. Yaggings

    DiRTy Gossip

    Sorry, but that's exactly how it works. Game projects work on schedules and roadmaps, I would be extremely surprised if content for Season 4 wasn't being worked on as we speak, if it's planned at all. Regardless, you are clinging to a minor argument. Whether this content was made prior to game's release or not is irrelevant, what matters is the optics of a game filled with minor DLC. You can't feel it if you're enjoying D+, but it looks absolutely repulsive on a storefront. It's not impossible. Free DLC is not an invention we haven't stumbled upon yet as a species, it's here and it works. I understand Codies want to make a buck from new content, so I don't have a problem with that - I simply don't want this game to look like a Train/Truck simulator at some point, with hundreds of $s in DLC.
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