Forum Discussion
@EA_Groguet wrote:Hey there,
Please, feel free to share your thoughts and feedback on F1® 24 here.
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-Groguet
Most things will repeat themselfes in this thread as is to be expected..
1. Concentrating on what matters, getting your priorities right. Instead of concentrating on how to get more cashgrabs into the game, the priorities should lie with getting a fairly finished game out, with far less bugs and properly tested features.. With rumors saying F1 25 will come out even earlier, this is going to completely opposite direction, even less time to test and develop will cause even more problems as many havent even been fixed 4 months after release. Postpone release by 2-3 months, even though many players want the earliest release they dont think about development time and will complain anyway if the game isnt perfect after 2 months of development🙄
2. Chose wisely whom you listen to for feedback! Not all people on the forums give useful feedback and same goes for esports guys and content creators, most will either give completely useless complains like "its undriveable" without any detail any dev could work on.. Might even be worth it not to listen to the players for handling feedback at all as there is never any consense, everyone feels different things, rather let Esports guys take the handling model to the limit and observe what things work and what dont but dont overshoot what you are aiming for! For F1 24 the devs tried to achieve too much, which is commendable but for the limited development time not realistic and ended up in a debacle, smaller goals, refining them to work properly and not overcomplicating the basic driving should be the goal.
Players complaining about AI being too aggressive on the player although the player divebombs the hell out of the AI or complaining that there arent enough crashes from the AI are things that just shouldnt be listened to. There are few crashes IRL and players who misbehave causing the AI of this year to be passive and boring compared to F1 22 is the fault of players who dont think about their own driving but complain the loudest. Nobody is perfect and most would rather have an AI that is sometimes a bit too aggressive than AI that doesnt do anything.
In terms of career modes, multiplayer and such player feedback is much more important as its less subjective, career modes being boring without much realistic variation, the basic mechanics of the modes never changing and only the visuals and superficial mechanics changing. that stuff is quite easily observed and commented on by players and can be taken to improve things.
3. Dont try to make the handling work for everyone with every setting. What i mean here is that certain things are not meant to work if you cant put the skill/effort into it as a player, thats why we get so many options to play the game however we like to play. If the car feels weird or unpredictable because of tyre temperatures and mismanagement of those from the player then the player should stop using carcass temps instead of the devs trying to make changes to the tyres. As is the grip loss is too little when too cold or too hot anyway and if people dont like this variable throughout a lap then they can just stop using it. Drivers complain IRL a lot over tyres, Hamilton in Baku is a wonderful example of that! Tyres are one of the biggest factors in the entirety of F1 and if you try to make the game more realistic than you cant try to make it easy for casuals to master, even the best in F1 (engineers and drivers) dont master it perfectly so with even bigger effect of weather and track/air temperatures it would at least make the game more interesting because the player has to always be careful to balance things right.
Same should be done with braking and throttle input. When going on throttle IRL is tough it should be ingame too without TC, same for braking. Assists are there for players to enjoy the game, not to think if they cant do it without assists its unrealistic!
HOWEVER it shouldnt be made artificially difficult, when braking and on throttle are easy IRL they should be ingame too, same for tyre temps, car balance etc. getting the right balance for all these can be tough for sure but with proper testing and setting specific goals and metrics to measure how easy/hard things are without asking thousands of people with completely different feeling for it can get the job done fairly easily, when you know how to gauge the stuff you develop, not always adapt to differently measured feedback.
4. Fix the features to work as intended. Dirty air giving slipstream even though the slipstream is turned of in the settings, AI going faster through corners than in qualifying when in dirty air, AI not fighting AI as they would fight the player in recent games. Tyres being shown as same pace and not free to chose at the start of the race are prime examples - the latter can be made 100% free to the player so you will never have a problem with that, if a player choses the wrong tyre its his problem and he can restart the race if he feels like it. Its nice when you try to bring new things or go into depth with more things but if they dont work anywhere near intended you can just leave it out. Make the game work first then build on it, not build something and then try to make it somehow work.
This also includes cutting features that arent needed. As most said F1 World is one of those not needed features because its just a bad cashgrab and not welcome by most. With the sales in free fall such modes shouldnt be a priority and rather be cut, just like Red Bull had to retrace when their car was working properly the last time you have to go back to when the games features where to the players satisfaction.
5. Dirty air has been a joke in recent games, yes this generation of cars produces less but by now they are probably close to 30% downforce loss aswell if not even higher as early this year drivers claimed it to be close to the previous gen which was 40-45%. This should be reflected in the game too instead of 6%, lengthening the dirty air to 3s would also help for a more gradual introduction, the increase to 2s was a good step though! But the intensity is just absurd. I know the AI can be tricky to train for dirty air as its so variable but there will never be a realistic race dynamic without dirty air/slipstream and tyre temperatures.
6. AI should be affected as much from dirty air, engine temperatures and tyre temperatures as the player. This would make races more strategic and even make the need for extreme dirty air effects less important, even on 20% dirty air (which worked easier on previous AI) the effects in race would be good if the AI would have overheating engine (so lose more time in dirty air on straights) and overheating tyres (lose more time in the corners in dirty air) those wouldnt be needed to be extreme, just ~2% less power or grip could change the dynamic a lot yet not make it completely undriveable (rather 1% for tyres from dirty air to not overdo it). But the most important thing is that the AI suffers from the same problems as the player! How many posts here were about how the player loses a lot of performance vs the AI on tracks that make the tyres overheat? The solution is not to make the temps less important but make it fair for the player. Players like a challenge like soulsborne games prove but it should be a fair challenge, a challenge that can be overcome by testing things in practice and having proper tutorials to improve!
7. Proper tutorials and explanations on how things work! I think thats been a big problem as casual players dont know what to do when they encounter certain problems, a more hands on approach - maybe via engineer - to guide them with what to change if they have certain problems (turn in oversteer/understeer, exit oversteer/understeer etc.) This might reduce the complains in the forums as well as the player would find solutions and explanations in the game itself.
8. (added later) AI ratings. Add race pace as a rating, should rather be tyre management but just increasing tyre wear would make some strategies not available to certain AI where they would IRL just drive slower so this race pace stat should work for this slower pace in races, not static though, a rather a range of how much it can vary. Same for the pace itself. Hotlaps from the AI vary too little, irl they can vary up to 4-5 tenths depending on how consistent a driver is (another potential rating for the game) so the difference in performance for example for Verstappen and Perez might be around 4 tenths based on the ratings (just for this example), with a variation range of 4 tenths for each AI this would mean Verstappen may do 1:30.0 to 1:30.5 and Perez might do a 1:30.5 to 1:31.0 so we should occasionally see up to a second gaps yet currently the maximum we see is 4-5 tenths.. If it would be like i suggest it we would see the field much more shuffled up and more exciting races if a front runner had a horrible lap and got out in Q2.. Of course this would scale up and down so on shorter tracks like Austria it would rather be 3.5 tenth variety max..
@Meza994 💯
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