Forum Discussion
226 Replies
- ScarDuck145 months agoLegend
@EA_GroguetHey brother hope you well.
Ok I’ll make this short. 😂
F1 world has got to go.
This game being series specific and content light. Is what it is. We don’t mind paying for it being light on content. But trying to monetise this game is not going to happen. There’s just not enough meat on it.. Plus these games generally appeal to older gamers that remember a time when games weren’t monetised and wont fall for such egregious attempts to empty our pockets so EA/ Codies need to admit defeat.
Except there’s one way to successfully monetise this game that nearly all off us would be happy to pay for. TRACK DLC. My idea would be for codies to pick 9 or so tracks that are not on that years roster. 3 months into game cycle drop a 2 track paid dlc and then another 3 months later. Following year do the same using different 4 tracks. This way players won’t have to buy the same tracks year on year as Codies can rotate the tracks and also have time to make updates to those tracks in the couple off years they are not in use.
Needs to add livery and helmet designer as part off the game. Codies have access to both NFS and WRC livery designers. Plus the one they used for F1 mobile game so shouldn’t be a huge issue adapting it for this game
Teaching the Ai needs a whole new curriculum. Ie the way it races us and eachother plus the damage model needs to go back to how it used to be. Which I reported last year and the dev team are well aware off. Last two years it’s gone backwards. Once a leading Ai in racing games will fall behind its competitors next year if it doesn’t improve. It’s soul destroying. 700-1000 hours every year I play this game. But because off the bad Ai. Last year just 350 hours and this year a shocking 44 hours and I’m done with it.(hence why I hardly post anymore. Which will most likely please a few people) Compared to Cricket 24 that’s a buggy AA game at best. Last 2 months I’ve rather played that and put 300 hours in. No monetisation in that game and despite its short falls and a boring sport the gameplay is solid.
Codies should have prioritised my team over new career.
They need to find an away to make the career modes last longer. It’s currently ten years which would be fine but you get everything done in 3 years. In terms of how car update works. Max out a car be it human or ai controlled team should never be a thing. Should be ups and downs year on year.
Needs a calendar customisation.
That’s off the top off my head.
I’ve been warning EA from the day I was made champion about the state off the game and players opinions off it. As you know. And said what needed to be done. But as much as the community team were willing to engage with me. It’s unfortunate those that make decisions at EA/Codemasters didn’t listen. Ignoring my all knowingness 😂.
@EA_Groguet wrote:Hey there,
Please, feel free to share your thoughts and feedback on F1® 24 here.
As always, we encourage you to share your sentiment openly, whether positive or negative. However, please, be mindful when posting and respect our Guidelines & Rules.
-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..
- ScarDuck145 months agoLegend
@Meza994 💯
Reading the posts it seems to come back to customization options.
Someone complains the AI is not aggressive enough, the next might say its fine. What about a slider to set aggression?
One person wants the wet experience to be “real” and the next wants the cosmetics of rain but feel like they are Senna at Donnington. Is it possible to make a slider?
I thought for the way I play the handling was fine and the curbs more realistic, others hated them. Slider?
I use expert level, but and AI of 77 over 16 tracks and full assists except steering, DRs and ERS and am happy not wanting to do ore than sit down and race as if I were Mansell or Prost, the next person wants to grind away and learn the handling and complains the game is too easy. That in theory is just AI.I know the race experience modes, whatever their called, is meant to help but the adaptive AI for casual never lived up to the hype, I was lapping cars at 50% distance and shut off features I wanted to use. Expert is the correct experience for me with the right AI but every so often in the past a patch would happen and destroy my ability to compete in the wet, or in transition, or at 1 particular track etc.
The ability to customize the experience player to player in solo modes I think is a huge part of the problem.
I just want to sit down without a lot of grinding and after a tough day full of stupid meetings and unrealistic deadlines, lose my self in an F1 fantasy where I am one of the best ever without having to grind for hours. I grind enough in my life.
@AEF251In theory options and sliders are ideal for games like this with so many different opinions and wishes, sadly that isnt entirely possible..
AI aggressiveness? Should be doable and definitely something they should consider!
If one wants to feel like Senna at Donnington they should just use lower AI - bring back the loading screen AI slider!
Slider for kerbs could be rather difficult but if they can implement grip sliders for different things like kerbs and how green the track is at the start of the weekend id like that! But i doubt they would go through all that trouble..
If you want easy fun and no grinding there are assists and things like only surface temperature no? There is no shame in using assists if thats how you enjoy it!
Ideally they would make it so you only have to chose your settings once (changeable whenever you want) and then it will be used as default whenever you boot up the game so you have to once set it up right and then can have all the easy fun you want. Plenty of people want a game the can grind in and forcing it casual mindless is not the way to get the game sales up but rather make it (easily) customisable so either world of players can enjoy the game!
I agree not all of it can be implemented but what is and isn’t possible is not something I can discern. When I say sliders, I suppose I also mean on of switches. They implemented in casual mode where being off track has the same grip as on track, not something I want. So presumably curbs or wet tarmac can be adjusted.
I find their casual mode, whatever it is called, to be too baby with a frozen AI that is supposed to be adaptive but doesn’t adapt.
Ideal world maybe is that after you do 3 practice sessions of race runs and qualy attempts the AI sets for the actual qualifying and race session. The game would be very tailored to each player then. Weather would be the tricky part, the game would have to ensure we get a practice session that will represent the weather in qualifying and in the race.
But the biggest feature they had and took out was the ability to change the AI when restarting a session.
The best feature they could add but never did was the option to turn weather off in solo modes.
Those 2 features plus good custom content in helmets, and MyTeam liveries, suits, badges, team wear would get the game to a 90% score for me.
To get to 99% they need to extend career to 20 years, make MyTeam more playable with facilities needing to be replaced and staffing changes effecting teams, drivers retiring and new ones, even fictional ones, stepping in.
100% requires me to earn and lose seats based on my performance in career mode.
And I miss having a real rival like they did with Butler and Weber and I miss Claire asking me questions after a race.
- @AEF251 Im with you mostly just think story stuff like Butler and Weber and such should be held back till the basis of the game is good again, no use in having a nice story if the gameplay around it is rubbish, like when you fight your rival hard but dont get away because dirty air is not working properly.
100% dont understand either though why they took away the option for changing AI after restarting (in loading screen) everytime they take changing AI out its a shitstorm because people need it, nobody is 100% the same track to track, quali to race so its sometimes needed to change the AI on the fly, yet they never wanted to have it - IanM2825 months agoSeasoned Ace
I just think there needs to be a sizemic shift in the general direction of a more immersive and realistic experience in general.
First and foremost it's a game and I think they have the balance pretty much perfect with regards to it being not too overly towards a racing simulation.
I played Geoff Crammonds GP2 GP3 and GP4 back in the day. I know games have moved on a lot since. But the prime example with that game was absolute focus on its main intention. Formula one racing.
I just think collecting stickers and fanzone is a complete waste of time. Those efforts could clearly be used elsewhere in the game.
Personally if it was up to me I'd have as hard a simulation as possible. But it has to be suitable for all types of players. And I do think EA and Codemasters have it nicely balanced in that regard. So that works well for me and many others.
I'd just love to see less focus on the more "gamey" aspects, like I previously mentioned in relation to stickers, fanzone, F1 world etc.
Instead a more realistic experience and better focus and attention towards the racing aspects.
I think for example the weather could be massively improved and less scripted. As mentioned before on this thread, have a dry line appearing rather than just wait for the call from the engineer to say a new strategy is available on the MFD.
I think the race engineer chat is totally awful and incredibly repetitive. It could be improved a lot, again that's adds to the realism and immersion.
Make race weekends more realistic and immersive from a team perspective. So more debriefs with the team, maybe just a simple Q and A menu etc.
Why not implement after the end of the race, driving around picking up rubber and driving the car back to the podium enclosure manually etc.
I'm not saying all of the above can be implemented in one go. But surely things like this would be so much better for any player rather than the pointless gimmicks like what we have now.
Add in a helmet editor and wow, you have a proper F1 game.
- Nuvolarix5 months agoSeasoned Ace
In few words what I look for in a Formula 1 game is (in order):
1) handling of the car, as similar to the real as possible,the main focus cannot be other than on the steering wheel;
2) AI with better speed balance between straights and corner + behaviors as simulative as possible;
3) updated and most accurate tracks possible;
4) weekend formats and regulations more close to the real and updated promptly;
5) more speed and effectiveness in bug fixing (including non-regression testing!) or simple request (like add save slots!);
6) historical cars as in F1 2020 would be very appreciated.
Full stop.
No matter at all on collecting points, money, various stuff, etc., or anything that isn't racing
Nuv 🙂
- @EA_Groguet Focus on one thing: The racing itself.
F1 25 should have a slogan/catch phrase like this:
F1 25. Racing. Redefined.
What I mean is that in a racing game the racing itself is way more important than anything else. No matter how many new features you add the game still would be bad if the racing part of the racing game isn’t up to par.
AI
Car handling
Tires
Race strategies
Dirty air
Weather
There you see the core part of the racing game. Focus on that. The other stuff you can start think about later. Except for one thing: Engine sounds. They are totally unrealistic now and since they are so important for the immersion you need to focus on them too.
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