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- @EA_Groguet One thing you need to update is the customization of pilots, when we create our own pilot for career mode, it should have a level of customization like FIFA, so we can change the face in detail, nose, ears, mouth, eyes , hair, this would make the game more attractive, because we would create a pilot similar to us, the face models there are the same since F1 2015, for F1 25 bring a more advanced customization to create a pilot like the creation of FIFA players. Thanks.
@TomasSlb24 Im a fan of the FIFA franchise it has been the same copy and paste for a few years now I still buy it for updated kits and that type of stuff.
On the F1 game, I understand it will never be a pure sim game. The whole ask is to get rid of the gimmicks and get back to the basics. Why is time being wasted on those things when there is alot more core gameplay elements that need work. Effectively we are all buying a beta game with the hopes it gets better but usually just gets worse over time.To his point how did we go from a huge upward trend of classic cars, short tracks, classic tracks, etc. to what we have now and it all seems to line up with EA buying codies.
EA has crushed franchise after franchise, FIFA, F1, NASCAR (back in the day), Madden, even the new CFB a game that's been in development for years is underwhelming with the issues it was having with core player movements. Its just copy & paste revenue chasing with little to no innovation.
Iracing made a console sprint car game which was awesome the physics were legit the AI racing was solid, the customization was really good. For the non Sprint car fans give it a go dirt track racing is really fun. Iracing also got the rights to the NASCAR franchise which will be really telling how far we can push Arcade sims to keep it fun for controller players and wheel players.
I do play console and pc, Im gonna give the AMS2 a go as I have been hearing good things
Ive pre ordered for many years for F1 this year I was not planning on pre ordering but they had me with the new physics (which Im one of the seemly few who did enjoy it). Next year IDC what the new thing is they wont be getting my money unless I read or see good things after the 1st patch seeing as that's always were it starts going south- @Cpayne32 We know this live services are probably here to stay it was the latter part of the video speaking of how F1 19/20/21 were trending with the features that were being introduced. Then EA stepped in and there after with the lack of features the customer base cars about ie. classic cars, tracks, customization, etc.
When will EA make it possible for console players to be able to upload images outside of the game to customise the liveries, helmets and uniforms further?
2K on their NBA games allow you to uploads images on to the game to customise your uniform using your 2K account.
Couldn't EA do the same with players using their EA accounts?
At the moment it's very restricted to just PC players who have to use Photoshop and mods to change the designs.
At least, could they not let us change the size and placement of the sponsors on the cars and suits?
Side note: please have logos for companies like DHL, the FIA and Pirelli as defaults on the car like every other F1 team. You should already have the rights for those logos for the rest of the game anyway
@BbtrushSo like me, you understand that EA getting this game was gonna have the same path FIFA games have now. How many years has the community asked for countless things, either for career mode or UT and they barely listen to it?
It's exactly how you say it, we had so many good things in F1 19 and F1 20, the game was looking to have a bright future, and out of nowhere, every good thing this game had, just seems to be vanishing.
AMS2 is not the best sim racing game at the moment, I would say IRacing is the best for online and AC is the best to put some mods and play different tracks and cars. But AMS2 devs put work and time in the game, they listen to the community and improve what can be improved, without removing things that are needed into what's important, and that's racing.
And now a big update seems to be coming that will put that game in probably the same level as IRacing (I hope).Quick edit: They should have a serious debate about working with modders, the fact games like AC, AMS2 and others have the game moddable so new tracks can be added, new cars can be added helps the game to be better. I know licensing probably does not allow that, but for this games, that are a lot of mods that help this game keep some part of the community active.
Overall, clearly there was a significant effort to improve car handling as can be seen by the interaction of new setup items as well as larger/different ranges for existing items. Those additional items reflect an attempt to make a more comparable F1 car handling performance and engaging F1 driving experience. There needs to be additional refinement done, given there are more variables to deal with. As a result I prefer F24 to other versions - understanding it is a work in progress.
- Continue focusing on getting the racing right. Make this closer to real life and those who want less realism can use the assists. This addresses the full range of experiences wanted.
- Create a thread where developers can discuss the ideas for handling they are considering. Two of the best threads in this forum have been David Greco’s and Casey Ringley’s Q&A on car handling development. In those we got a sense of what was been done to change/improve handling, as well as questions about what players should expect after a patch and other items they were trying to understand.
- Make the engineer useful - having them inform the driver what is happening on the track - oversteer, understeer, etc - and maybe make suggestions for adjustments.
- Make the suspension geometry have more variance in impact than it currently has. It seems everyone uses basically the same settings for every track.
- Replace F1World with F1Academy (a variation of @GrumpsMcDumps idea). This would be for all the tracks where the player would drive each of the sectors individually and then get a bronze, silver, gold for achieving specific times (or any other type of grade). This means you could repeat specific sectors without having to do the whole lap. Once you have achieved a medal for each sector then you do the same thing for the entire track.
- Create tutorials that really cover the game and its features in some detail. A good example would be a detailed video of car setups and the interaction between the various elements.
- Focus on Career and My Team - that is what the game is really about. Look to F1 Manager in terms of thinking through upgrades to cars.
- Make the practices more about how to get to the right setup - see item #3 and what F1 Manager does as well.
- Make telemetry available in some form.
- LightPilgrim5 months agoSeasoned Scout
My experience is this:
1. I feel like a beta tester. This game was launched in May and at the end of September you still experiment with how it should work (driving, engine sound, etc)
2. I was trying to master the mechanics of driving only to see it change several times and all stats being erased
3. the worst thing of all is the Ferrari sound issue that came with 1.10. Why would you do that? No word of when it will be reversed to normal
looks like the whole game is an experiment. I would be happy if you just keep it like it is, let people get used to it and bring back the Ferrari sound.
but I also have a learning. I am never going to preorder a game ever again and when it launches, I will wait for reviews to say the game is now good enough to play. Only then I might buy it. Not going to be a QA for you. I am not paid for it.
@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
This is how i would fix the racing itself:
- Redo the entire dirty air/slipstream as it is completely (broken with the AI) now
- at least 25% maximum downforce loss
- minimum 2.5s dirty air length
- if you cant make the AI handle 25% downforce loss just make it 15% downforce loss and an additional ~1-2% less tyre grip (of course equally building up from far away to right behind the other car). Although not ideal its the best way to simulate it and proper pace loss (when behind another car) is needed to get the real racing experience
- make the AI suffer from engine temps as the player does – shouldnt differ much in the temps
- make the dirty air increase engine temps by 5-10°C or by as much needed to make the following car lose ~2% ICE power when following for a few laps. (exceptions would be extremely cold tracks such as Las Vegas where engines dont really overheat)
- train the AI to have tyre temperature simulation as it had in F1 2018 or 2019, just this time with the effect of the tyre temps on grip enabled.
- make the dirty air decrease the tyre cooling so that tyres overheat by a maximum of 5°C when following another car for a couple of laps (exceptions would be extremely cold tracks such as Las Vegas where tyres dont really overheat)
- The AI should be able to handle it well as the tyre grip will rise or drop with gentle slopes instead of big jumps (as is in F1 24)
- DRS can stay as strong as it is in F1 24 (realistic)
- Slipstream effect should be strong enough to barely lose time compared to not in dirty air/slipstream
- this offset should get a lot bigger the closer you are to the car in front (also depends on how many corners and straights there are on a track) but on the average track it should be ideally similar to this:
- 0.0s-0.4s behind = +0.4s per lap while in dirty air
- 0.5s-0.9s behind = +0.225s per lap while in dirty air
- 1.0s-1.4s behind = +0.15s per lap while in dirty air
- 1.5s-1.9s behind = +0.1s per lap while in dirty air
- 2.0s-2.4s behind = +0.05s per lap while in dirty air
- 2.5s-2.9s behind = +0.025s per lap while in dirty air
- 3.0s-3.5s behind = ~0.0s per lap while in dirty air (holds the balance between slower in corners and gaining on straights)
- DRS and slipstream will lead to rather easy overtaking opportunities on long straights when you can keep closer to the car in front but dont underestimate the tyre temps and engine temps making it a bit harder than the list above if you cant overtake quickly
- This will prevent most DRS trains as cars that are more than 2 tenths quicker than the car in front will likely quickly overtake and the other cars will in time have their engines overheat and tyres overheat, costing them even more time leading to them dropping out of DRS after a couple of laps, even with DRS gaining up to 4-5 tenths.
- this offset should get a lot bigger the closer you are to the car in front (also depends on how many corners and straights there are on a track) but on the average track it should be ideally similar to this:
- With the now added tyre temp simulation and engine temps for AI there can be better differentiation in terms of race pace per team. Some cars having more heating, some less thus depending on the air and track temps to determine who gains/loses in hot/cold conditions (engine temps only ever overheat but in e.g. Las Vegas the cars with bad engine cooling wont be at a disadvantage in the race)
- This will take a bit more variation in track and air temps (ideally within a session too) from the recent games but yield even more variation in race results
- With the bigger importance of tyre and engine temperatures these could be an additional upgrade path for R&D in career modes (engine cooling and either tyre cooling or brake cooling the latter would require a more realistic approach to tyre temps than in F1 24 with brake temps matter more
- Completely overhaul the ERS usage from the AI!
- Only use ERS on long DRS straights
- exceptions would be the back straight in Suzuka (towards and after 130R) and the backstraight in Spa before and after Blanchimont
- defending cars (cars that dont get DRS) only have a 50% chance to use ERS to defend
- overtaking cars will use ERS on the longest straight of the track for a big part of that straight if they have over 60% battery left and will keep using it till they are past the car they try to overtake on that single straight.
- These parts can be marked for the AI to be the only places allowed for ERS and the 60% battery as a condition, if these two are not met, they cant deploy any battery but if they do it will give them a big boost to overtaking along the slipstream and DRS
- AI will not use ERS for just a second or even less, no more wasted usage in corners or at the very end of a straight all by themselfes
- For simplicities sake make the AI only use medium ERS unless:
- there is a VSC/SC, then they use none
- they have not a car behind or in front of them (over 3s), then they can do a lap in hotlap mode when they got over 80% battery
- Only use ERS on long DRS straights
- ERS itself is a bit out of balance, it yields too much power in the topspeed – cant really tell if its the general balance between ERS and ICE as those numbers got pretty cryptic and convoluted with how many things affect it in F1 24 but it behaves too ERS dependant in terms of top speed, a (slight) nerf but be good IMO
- Same with the energy recovery, battery charge was too easy to recover quickly but doesnt need a big nerf! Maximum 10% less recovery
- Redo the entire dirty air/slipstream as it is completely (broken with the AI) now
- Nuvolarix5 months agoSeasoned Ace
@Meza994 ❤️❤️❤️
An example of the most ideal engine sound you aim for
It should not only be recorded as an real engine sound, but also processed to have this feel.
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