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PJTierney

 

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@KickUp  If I may slide a couple of questions in.

Has the problem with the user interface been fixed where you wipe out your car settings, FFB and controller settings if you hit ENTER on the keyboards to start an event ?

Any thoughts on having the option to choose spot lamps fitted or not in day light ? I always think rally cars look naked without them !


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KickUp said:
KickUp said:
human1101 said:
@KickUp  what class will that white 205 in the of screen gameplay videos be in?
Our class system has changed a bit so it is in a H2 Historic FWD class

Not going to lie, I find this change very intriguing... Look forward to hearing more.
Without going into too much detail we've divided the classes into performance rather than their decade. It means for example that the Stratos and Alpine get put up against more powerful stuff. 

Nice to hear; never made sense to me to have the Alpine in a class with the Mini and Fulvia, this sounds like addressing one of my minor issues with DR, so thanks.



KickUp said:

bogani said:

I also hope they won't go overboard with the retired vehichles on the side of the road. Like 4 every stage ;)
This.
Don't worry. We'll be measured in our approach to these things. Obviously we wanted to show it off in the demo but when it comes to the real thing they should be less frequent.
That said I once did a stage on the Malcolm Wilson Rally where there were around 6 retired cars in various states and positions. 



I've been at a corner of the Trackrod which has claimed five in one go and a small stretch of Aberhirnant that took out four. Despite this, glad to hear this won't be an overly frequent sight, would feel a bit gimmicky. Will the chances of seeing cars off be affected by running order?

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So... what about the requirements that I asked a few pages ago? More like F1 2016 or more like Dirt Rally?
Gotta be more like DR as it's based on that engine, not the F1 engine.

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So... actually thinking about it, we can share the custom random stages... and I assume be able to save them... is there a limit on how many total/per location we can save? Can we name them?

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Youtube channel Trugaming Trailers put up some of the "direct feed" snips of game play, only, it's horribly encoded, looks like variable bit rate and goes to full 'snow' sometimes.

I also don't get this, but the sound seems like Dirt 3, in that, i can't hear the bloody co driver so well, *all* other sounds are over-riding it :(

https://www.youtube.com/watch?v=Sl9lKYpYfRU

https://www.youtube.com/watch?v=aLnE3Q3hvgA


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KickUp said:
Operator1 said:

KickUp said:
Operator1 said:

I have a few questions & concerns for CodeMasters ( @KickUp @ChristinaMc ) about DiRT 4 based on what I've seen/read so far:

(I apologize if these have already been addressed - I can't keep up with the recent explosion of posts across threads all over the forum & the internet regarding DiRT 4.)

I • Can players experiment with learning the more challenging sim-like driving physics without the buzzkill of more punishing game penalties (like having your run through an event completely ended just because of a minor error/mishap)?

2• Is player progression slowed based on selected options (assists, rewinds, restarts, etc.)? It seems silly (to me) to try to appeal to those seeking a fun/casual experience by making them grind more if they choose fun/casual options.
Long grinding ≠ fun/casual.

3• I really hope there are not any trick/drift/stunt/demolition-based events or achievements/trophies in DiRT 4. When motorsport games encourage/incentivize any form of reckless driving, it can poison PvP multiplayer modes by giving many players the impression that the game is meant to be played with unsportsmanlike disregard for opponents.

4• Are the stages produced by "Your Stage" randomized by parameter-driven procedural-generation? Or are the results from identical parameter combinations globally constant - if all players select the exact same stage parameters that everyone else selects, does "Your Stage" generate the exact same stage for every player every time?

5• How are you addressing competitive balance among the cars in each class? It's not uncommon for motorsport games to have just 1 car in each class that generally gets more wins for more players than any other car in the same class, making it almost pointless to drive anything else if you want to win.

6• How are you improving RaceNet reliability for DiRT 4?

Thanks

(Please no speculative pseudo-answers from forum members who can only guess with uncertain responses like "I would think" or "I assume" or "I'm pretty sure" etc.)


1. Absolutely. You can go full sim but set all the assists and difficulty to easy or go for Gamer handling and set everything to max difficulty. 

2. No, the balancing is carefully measured so that it should never feel like a grind

3. Joyride mode is based on skill and is against the clock. We'll be punishing overly aggressive players online too

4. Randomised, so using the same parameters as your friend will result in different stages being generated. If you like a stage you'll be able to share it and it will be identical. 

5. Our car classes are being reworked to make them based on engine size and drivetrain rather than the year when they were made. They will be closer as a result. 

6. Feeding the hamster that powers the server with higher protein food. 

Thank you very much for those answers.

Just one more small question/request (for now):

Will you display the total number of entries on each leaderboard? I really like to know if I'm #800 out of 900, or #800 out of 8,000.  B)


Cool idea. We will have our own leaderboards so I'll ask
Also a cool Idea is that in the leaderboard you post a time of your First pass through the stage and you can check with the First pass of the rest, these method will be good for people who dont want to be hotlapping but going fast relying on the notes.
Dont get my wrong by the way, that just as an addition, you Will have 2 leaderboards (First-Pass Leaderboard and Leaderboard) also it would be cool if you can filter the results of it, by car, country, class, etc.

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Can we all Chip in and get @KickUp some kind of award for being a machine with answering questions!?

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EDDSkitz said:
Can we all Chip in and get @KickUp some kind of award for being a machine with answering questions!?
It's really impressive, why can't every developer be like this.

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So... what about the requirements that I asked a few pages ago? More like F1 2016 or more like Dirt Rally?
More like DiRT Rally. Upgrade GFX card to get biggest gains. 

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Paul!!!

Has the 'slamming down the gears' braking "cheat" been fixed?   It seems to be very apparent that if you want more braking, slam the gears down hard, no noticeable repercussions in DR 

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JZStudios said:
So... actually thinking about it, we can share the custom random stages... and I assume be able to save them... is there a limit on how many total/per location we can save? Can we name them?
Limit is undecided at this stage. You can name them but the name is only visible to you. 

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Youtube channel Trugaming Trailers put up some of the "direct feed" snips of game play, only, it's horribly encoded, looks like variable bit rate and goes to full 'snow' sometimes.

I also don't get this, but the sound seems like Dirt 3, in that, i can't hear the bloody co driver so well, *all* other sounds are over-riding it :(

https://www.youtube.com/watch?v=Sl9lKYpYfRU

https://www.youtube.com/watch?v=aLnE3Q3hvgA


Don't judge the audio mix on this. We've still got a long way to go before the final mix is done and YouTube is not the best place to judge. 

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Yeah, whilst i know this isn't the best place to judge, i should have mentioned it for the benefit of others.

Just weird how it comes out just like D3 that i installed the other day with the intention of listening to Jen as codriver.

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KickUp said:

zoliRX said:
Hey, @KickUp! Can you (possibly) confirm that the PPIHC license is now exclusive to another developer/game and if it's the reason for its' absence?

The Eurogamer article got me intrigued.  
Yes, we signed it for DiRT Rally before it went exclusive but we can't use it anymore. 

That's a massive shame. I sincerely hope PD doesn't half-arse it as the've previosuly done with NASCAR & WRC. The representation of PPIHC in DR is easily the best and frankly I cannot see them top that.

Also a huge thanks for taking answering our questions.

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Yeah, whilst i know this isn't the best place to judge, i should have mentioned it for the benefit of others.

Just weird how it comes out just like D3 that i installed the other day with the intention of listening to Jen as codriver.

Paul!!!

Has the 'slamming down the gears' braking "cheat" been fixed?   It seems to be very apparent that if you want more braking, slam the gears down hard, no noticeable repercussions in DR 

Yup, certainly not the intention and it didn't sound like that in the demo. It's possible it was captured from an earlier build that didn't have the mix we used for the event. 

(I'm not ignoring your other question but I need more info before I get back to you. )

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Thankyou good Sir :)

The other question isn't a game breaker for me, but when watching other peoples replays, i can see it's really heavily used, intentionally or otherwise.

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Paul!!!

Has the 'slamming down the gears' braking "cheat" been fixed?   It seems to be very apparent that if you want more braking, slam the gears down hard, no noticeable repercussions in DR 

This! Hope we can get some nice damage from overrevving in sim mode!

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KickUp said:
So... what about the requirements that I asked a few pages ago? More like F1 2016 or more like Dirt Rally?
More like DiRT Rally. Upgrade GFX card to get biggest gains. 
MOAR GAINZZZZ!

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EDDSkitz said:
Can we all Chip in and get @KickUp some kind of award for being a machine with answering questions!?
And you can have the award for most drastic attitude change so far 2017!

;)

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KickUp said:
KickUp said:
human1101 said:
@KickUp  what class will that white 205 in the of screen gameplay videos be in?
Our class system has changed a bit so it is in a H2 Historic FWD class

Not going to lie, I find this change very intriguing... Look forward to hearing more.
Without going into too much detail we've divided the classes into performance rather than their decade. It means for example that the Stratos and Alpine get put up against more powerful stuff. 

Nice to hear; never made sense to me to have the Alpine in a class with the Mini and Fulvia, this sounds like addressing one of my minor issues with DR, so thanks.



KickUp said:

bogani said:

I also hope they won't go overboard with the retired vehichles on the side of the road. Like 4 every stage ;)
This.
Don't worry. We'll be measured in our approach to these things. Obviously we wanted to show it off in the demo but when it comes to the real thing they should be less frequent.
That said I once did a stage on the Malcolm Wilson Rally where there were around 6 retired cars in various states and positions. 



I've been at a corner of the Trackrod which has claimed five in one go and a small stretch of Aberhirnant that took out four. Despite this, glad to hear this won't be an overly frequent sight, would feel a bit gimmicky. Will the chances of seeing cars off be affected by running order?

Yeah many local rallies have a few places where the organizer note is a bit off or on events without notes the trees might mislead the road behind the crest. Usually there is a massive gathering of spectators that are aware that cars will go off the road at this particular place. Here we call those people "plåtgamar" - "sheet metal vultures".

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@KickUp will the slow shifting for sequential cars be improved in D4? The "feature" makes sense on cars with H-patterned gearbox and clutch; to prove a point that this is the fastest and most realistic way to shift to get the most out of the car, giving paddleshifters a small disadvantage - but it makes absolutely zero sense on cars fitted with actual sequential gearboxes. The main offenders in Dirt Rally being the Polo, the kitcars, and the Citroën C4.

The sequential shifting on these vehicles are near instantaneous in reality, so I feel that this should be the case in-game as well.

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@KickUp will the slow shifting for sequential cars be improved in D4? The "feature" makes sense on cars with H-patterned gearbox and clutch; to prove a point that this is the fastest and most realistic way to shift to get the most out of the car, giving paddleshifters a small disadvantage - but it makes absolutely zero sense on cars fitted with actual sequential gearboxes. The main offenders in Dirt Rally being the Polo, the kitcars, and the Citroën C4.

The sequential shifting on these vehicles are near instantaneous in reality, so I feel that this should be the case in-game as well.
Agreed. And H-pattern dogboxes should work without the auto clutch delay. Dogboxes shift really fast as well.

One cool feature could be that you can shift with or without clutch when using dogbox, but wear and tear would force you to renovate/repair more often without clutch.

And I don't think you should be at a disadvantage for not using h-shifter/clutch. Not everyone own an h-shifter.

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versedi said:
KickUp said:


That said I once did a stage on the Malcolm Wilson Rally where there were around 6 retired cars in various states and positions. 

Wow, tough stage. You saw 6 retired cars, but there could have been even more. What if a car falls into the trees on a ravine and is hanging, out of sight from the road? Thanks for the note.
https://youtu.be/_RqS7G4Nor8

hehehe
Damn, I saw this car at Rallyday 2015. 

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