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226 Replies
- IanM2825 months agoSeasoned Ace@TomasSlb24 Fully agree, for a yearly franchise to go backwards with the least content by far up to now, is quite simply nowhere near good enough.
i'm giving a little feedback but i'm just a casual gamer:
- I think game modes such as time trial or gran prix should not be inside the "F1 World" menu, its pretty confusing
- I would love to start a campain as Kimi Antonelli, but since he only drives in 2024 F2 i cannot choose him. A 2024 F2 support in campain mode will be really appreciated
- Tinnitus relief mode is a great add you made to the game, but a larger and more precise Hz selection can help a lot. I tried with a friend of mine but he said his tinnitus pitch was higher than the maximum selectable inside the game
- When resuming racing after a safety car you cannot accellerate until safety car is inside the box. But you have no alert about the fact the your accellerator pedal was being released and you can accellerate again, usually making you spin and crash your car
- As a passionate fan of both the F1 series and virtual reality, I would like to kindly suggest considering the implementation of PSVR2 support on PlayStation 5. The addition of VR capabilities would take the already immersive experience to the next level, allowing players to feel even more connected to the thrill of racing.
Thank you for your time, i really hope that some of this will reach the team (especially the PSVR2 support 🙂 )
Third time I've posted here but what happened to drivers retiring from driver career mode? Haven't had any so far this year. Makes the driver market stale quickly.
https://answers.ea.com/t5/General-Discussion/Drivers-not-retireing-in-career-mode/td-p/14098164
So finally started a MyTeam, my favourite mode, after hoping good customizeable liveries would drop. Still bitter about that.
I know next year the mode is to get a revamp so here are some ideas.
1. Lots of cusomization. Liveries, badges, helmets should attempt to be realistic, look at some classic liveries to get ideas. Badge backgrounds should have a “none” option and the emblem should be allowed to be bigger than the badge. Allow for different team wear (not always the same shirts) and pit crew suits and helmets. You could use the casual wear for the team wear if you need product placement money that badly.
2. I say allow the driver and owner to be separate characters, we can hire two drivers if we want and drive as either one in a season, or weekend or maybe allow for hotseat like in the old GP games by Geoff Crammond where you drive x number of laps before handing off and going back and forth till the race was done. Would also allow for local co-op play.
3. Allow for some team orders in a limited way, not all drivers might follow them though. Allow us to set the strategy for each driver, not just the one we are playing.
4. When drivers retire and an F2 driver comes up, replace the F2 driver with a fictional driver in the pool, great way to increase diversity, or add F3 and F1 Academy drivers to fill the F2 void.
5.Drivers should have rivalries and ratings. Maybe the owners could have rivalries like Wolf v Horner by adding media questions ar even just articles we see that give us the feeling we’re in a rivalry.
6. Driver ratings would help determine if a driver would join a team even if the money was available.
7.Budget cap is an obvious thing. Make sure we don’t end up with tons of money and nothing to spend it on.
8. Facilities and personnel determine development rates, build rates, reliability, failure in production and cost money. Personnel expect raises and bonuses, can leave or retire. Great personnel require more money for a bad team to sign them. Facilities require upgrades and upkeep. Race strategist should give our race engineer advice like extend the sting by 2 laps or come in a lap early for under or over cuts or gaps in traffic. Good strategist make better calls.
9. The development tree should be randomized a bit so each team is a little different under the current regs. Personnel might affect the cost of developments. When new regs come in, the tree gets scrambled.
10. Teams need to decide to build the new car or develop the current one, constrained by R&D points and funds.
11. In F1 the amount of development time in the wind tunnel etc. is determined by order of finish in the previous half season (I think, if not just season) so either the cost of R&D could go up for the top teams or failure rate could increase for them. Good personnel counter the affects.
12. Hide some of the tree so it isn’t clear what needs to be done to unlock something, the randomized trees after a reg change would keep people from learning the R&D tree. Maybe allow some development branches to suggest something only for the link to that next development to not exist (like Mercedes and the zero side pod).
13. Bring the mirrors in to be in line with the real cars and useful in cockpit view.
9. The development tree should be randomized a bit so each team is a little different under the current regs. Personnel might affect the cost of developments. When new regs come in, the tree gets scrambled.
10. Teams need to decide to build the new car or develop the current one, constrained by R&D points and funds.
11. In F1 the amount of development time in the wind tunnel etc. is determined by order of finish in the previous half season (I think, if not just season) so either the cost of R&D could go up for the top teams or failure rate could increase for them. Good personnel counter the affects.
12. Hide some of the tree so it isn’t clear what needs to be done to unlock something, the randomized trees after a reg change would keep people from learning the R&D tree. Maybe allow some development branches to suggest something only for the link to that next development to not exist (like Mercedes and the zero side pod).
This is another thing that needs a HUGE change. R&D has been always the same. Only thing they changed is the fact that it's displayed in a different way, and I actually liked the way it was in previous F1 games. But every game it is mentioned how easy it is too actually upgrade the car and to protect parts for the regulation changes. Even with the added setting to get less R&D points compared to the AI, it is still to easy.
I'm not sure if this problem still exists, but if every car on the grid had the R&D maximized the performance chart would be exactly the same as the start of the game. Which does not make any sense, because in that way, without a big change in the regulations the backmarkers cannot really get a better car, to at least get close to the middle of the pack. You mentioned a good point, the amount of wind tunnel time is determined by the order of WCC. But not only the top teams should get an increase for cost parts, the bottom teams should get more R&D points during that season. Like that there's less probability of having 2019 williams in the grid.
But this needs to be rightly balanced, otherwise we will end up with every team having the same performance.
13. Bring the mirrors in to be in line with the real cars and useful in cockpit view.
As a cockpit player, yes please.
After playing F1 24 for some time now, too, I'm going to write down a bit of feedback, too:
HandlingFirst of all the positives: The Frontend feels way better this game. The response on turn in is great and fits the downforce and firm suspension those cars should have. In comparison to previous F1 games this is the biggest step up as those cars lacked responsiveness which was just not fixable without destroying the balance of the car completely. My 1600 kg road car is more responsive than the cars in F1 23, and lets not talk about those monsters in F1 22 ... so somehow those cars managed it to feel heavier than that. So finally in F1 24 there's some bite and grip there which seems to be fitting to a grip monster like F1 cars. The front end is intuitive for me, at all times I now what it's doing and how I have to attack the corner. There is some mid corner understeer which in theory can be fixed, but then the problems already start to show.
While at least there is some weight transfer it's a bit weird. Depending on the track and the grip available, softening especially the ARBs too much starts to feel wobbly and extreme amount of visible roll probably adds to that feeling a lot. The ground effect cars have a very firm suspension as a baseline as they are meant to be driven very low. However the feel of slow weight transfer comes very early. So of course the ARBs are driven extremely stiff in this game (extreme in the sense of the available scale).Although the car feels very wobbly, the car never becomes significantly unstable when changing direction quickly, which arouses some distrust in the grip simulation here.
So much about the front end. The problems on the front end show way more extreme on the backend and I have a really hard time telling what is going on there. The backend feels floaty all the time. In the wet it shows that the rear somehow has way less grip, but I get later to that. In the dry it's just hard to tell because of different things. On the initial step on the throttle the back end feels like it's making a step to the side (it doesn't, it keeps "planted") just to then push the car straight on. In theory this makes sense. The car is light on the rear as you are braking, then weight transfers back and the rear grips, the front doesn't anymore. However it's just extreme and comes back to the absolutely weird weight transfer. While the traction itself seems to be alright, probably still a little bit too less, loosing grip on it is also weird. This brings me to the differential. A fully locked differential should induce a lot of understeer but be extremely snappy when breaking traction. As is we're definitely gaining a lot of traction from a locked differential. It definitely is getting a little bit more snappy, but I couldn't really tell that the tires refuse to turn independently from each other. 100% differential feels the same as 0% differential, WHEN driving inside the available traction. This shows in that the car is driven close to 100% differential for the power ramp all the time. So something is wrong there. It was never right in previous games to be honest, but the bad feel of the weight transfer makes the feel for it worse.
Also adding to this is the handling when loosing grip. And this game is the opposite extreme of the previous game. While in F1 23 the tires forget they consist of rubber and just turn to ice, the tires in F1 24 seem to instantly throw an anchor. The car just stops. That makes slides too easy to catch and adds another weird behaviour to the car on throttle especially in traction zones. but somehow here is the opposite about the back and rear. While the front seems to grip way more than the rear, it gains it back far later, which leads to really weird slides when counter steering, as the car turns just back into straight line itself ... I don't know what this is.
But worst it gets when in rain. I don't know how but the car just gets oversteery. The front doesn't seem to lose any grip while the rear wants to overtake the car on almost every turn in. I'm exaggerating a bit here, but basically that's the feeling. I think that's the only sim-ish game (don't know how to tell it. Not NFS) where I have to lower the front wing a few clicks when it starts to rain to manage the balance a bit. In rain the car should start to understeer more on turn in (hence the higher front wing) and oversteer on exit (usally more toe in on rear, softer suspension in the rear), somehow this car manages to do the opposite. What has gone wrong here?
That all said, it's sounding worse than it is. I'm enjoying the handling very much, the front in (in the dry) is good and this is definitely the baseline on which should be worked on. Fix the weight transfer, fix the weird grip simulation.
Tire Thermal model
The temps are all over the place. You cannot warm up the tires, on some tracks they just will overheat no matter what. But it just doesn't matter because yeah grip changes, but not really enough to care too much about it. Brakes don't have any influence. I don't know why, the system was already there, even if also in an extreme.
I like the tire wear depending on track characteristics, and in comparison to F1 23 finally the tires are wearing on the right side, the not grippy one :D However, it just also doesn't matter, as the balance of the car doesn't really changing in a scale that we have to care about it and is again way to linear. In the end, as of current state, I'm enjoying the tire model of F1 23 more.
AI
They don't know how to use ERS, seem to have another simulation about it, just give up when racing you and are generally too slow. They are a massive step back. They are not fun to race against. However, they can run out of ERS which I think is good. That wasn't really the case in previous games despite of the last lap and in terms of deployment the first lap.
ERS Model
I like to have the option to switch to every mode I want to. I also like that the deployment map despite of the hotlap mode is closer to reality and we have the derating at the end of straights. That those ridiculous top speeds are constantly reached is somehow fixed by that a little bit. However, in Qualifying we shouldn't have to manage the ERS modes to get the best lap time. Hotlap mode should mean all energy in one lap, period.
Also: 8 MJ of deployment. Why?
Career
MyTeam is untouched which is a shame. The lack of content like liveries, helmets and so on is a shame.
I like the changes to Driver Career a lot, but it just isn't enough better than the previous one to catch me more as it did already. The worse AI does also a big job with that, as gameplay itself just is worse. The improvements off-track don't help enough with that.
Multiplayer
I don't care about multiplayer in F1 games and I didn't try it out since F1 2021. I cannot say anything about this. But I think absolutely nobody cares about F1 live, so please, just screw it. Give the people a stable multiplayer so they can race in their leagues and forget everything else about it, because nobody cares. This is not FIFA, this is not NFL, you cannot get money out of it besides of some really lost whales probably, so stop trying.
All in all I'm already burned out of F1 24 and probably going back to F1 23 for now. The reason for it is solely the AI. F1 games are my go-to racing game for singleplayer career and AI battles. F1 had the best racing AI and the most immersive career modes. While the handling is good, for those things I have other sims. Handling just has to make fun. Even tho I definitely welcome more realistic, or also just authentic handling models.
The best AI in my opinion was F1 22, so a step in this direction in terms of aggressiveness and racecraft would be my wish. However, there the handling was really not good and didn't make fun
I always pré-order the game, hoping it's a more a simulation game. Because thats a tendecy. You dont see Verstappen making lives playing this game, only advertising. He play iRacing. Others professionals drives also. If you want to deliver a Simcade or a Arcade game, to turn the game more easy or accessible, put that on "SIMULATION SETTINGS" or/and "RULES AND FLAGS". Because, for example, ERS is ridiculous in this game.
More atention on details and bugs. Yesterday i change a component of the motor and didns lose time during Free Pratice, for example.
A less childish game.
More options on the customization of the car etc and the suits in My Team. Reserve drivers and F2 2024 available to hire on My Team.
The transisions of screen are annoying. That EA logo and sound everytime
The Brazil bug is proof of why a restart session with the option of simulating the session would not be a bad option, players could work around the issue by skipping the race if they didn’t want to wait for the fix.
It's sad that this thread was created for a game half a year later, but yes, I have wishes.
A real simulation mode, still. With box and clutch etc. The non-functioning ERS (with selector switch on the Fanatec V2.5) and the BitePoint clutch across all modes, well, it's just crap. Pit lane without autopilot has always been wishful thinking since CM. But the sound has gotten worse and worse, reality or not. This year, 2024 takes the crown. You really can't listen to replay with sound anymore.
Onboard, only the sound of the driving is played back in all views. OnBoard Drive (helmet camera, for example) is therefore always played back in NoseCam, T-Cam etc., except when looking at it from behind.
Track cams are always recorded with inappropriate samples, regardless of how you ride. Sometimes it sounds quite good, but most of the time it's completely wrong. I once deliberately drove a favorite track with a lot of offside. I don't know who is responsible for the sound, either they have nothing to say about the result or they have no idea.
I won't say anything about the rest, it's been done enough elsewhere. My opinion is no longer necessary, except for my full solidarity, even as a PC steering wheel driver and long-time fan of this series.
Lazy answer for an unpleasant topic. That's my impression for other topics too. Somehow there doesn't seem to be any motivation left to tackle commutity issues. Let the next team take care of it, we got the beta rolling for a totally overfull price. Sorry, that's my impression. Or why are we being asked such a stupid question almost six months after release? Do you really want to change something about 24 or milk the now dead cow again? Sorry, you messed up with 23, but this time you really hit the wall with 24. You can't get out of this number. The number of problems you reported in the update thread shows that more than clearly.
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