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Sorry I do not see it at all like you, to one had the 1 year development time and it den not even noticed ? I find already very bad work. Sure every game has bugs but what Bugmasters has done now in 2 years is just bad. it's not just small bugs. But already many Krasse bugs, where the game is completely taken away. There are slowly no more excuses for the failure of bugmasters. Instead of programming Sims 2.0 (F1 Life) and then stupid supercars, they should have fully concentrated on the gameplay.
@Amioram wrote:I don't believe the AI speed is as easy to balance as people think it is, and if CM releases a patch resolving the issue I guess they want to be sure that the speed scales properly with AI difficulty. The AI being so fast is usually misnamed here as a problem with straight line speed but in reality it is (much) more complicated than this. Even for example if you use the mod on Race Department that lowers the max bulk torque so that indeed the AI will become slower overall they still retain their unpredictable nature. Sure, they will be slower on corner exit (and hence also on straight line speed), however in fast corners they will be now two times as fast as they are in slow corners and depending on tire temperature and/or wear they become faster or slower. So you have circuits in which the speed is too slow and circuits in which the speed is still too fast, as you have parts of the circuit in which they are extremely slow and parts in which they are extremely fast, so that the speed decrease is not harmonic at all.
It's not so easy to have an AI that carries similar pace in every corner of a circuit and it's still more difficult to do so for every circuit involved. Then you add changes of difficulty and how such changes impact the AI (and having that decrease be as linear as possible), you add in tire wear and temperature and it's not an easy task to balance the speed of AI properly. If they release a fix they must be sure that the speed decrease is as fluid as possible and work in the same way in the different modes. Doing so requires not only a lot of work in the programming side but especially in the QA department.
For this I believe it is taking all this time, and, personally, I much prefer that they take all the time they need to actually tailor AI speed properly instead of releasing a quick fix that just patches a hole here and there but by doing so making the AI even more unpredictable to drive against. There's nothing worse than unpredictability in AI because pace you can fix by tailoring difficulty, but when you have AI that is all over the place as pace goes then it is really difficult to find a difficulty that suits your personal skill.
@GamerDH1995The AI speed in the beginning wasn't as drastic as it is now, and it depends on the skill of the people involved in QA. It can be that, given that they don't have extremely skilled players, they thought that the disparity in straight line speed was just a matter of lack of technique, or viceversa by much testing many became too good at technique and didn't have the same problems that more average players could met. This can be an explanation, or maybe they altered some characteristics of the cars in the day one patch and things changed (as they are in fact continuing to change the more the implement the things they wanted to do). When you change physics things can get altered dramatically.
- 4 years ago
There were already problems in F1 2021 with the AI in fast curves. Where you couldn't drive Zandvoort and Great Britain for 6 months against the AI. And now again problems with the AI but this time on every track is just bad from the developers. Normally Bugmasters has to give everyone 50% of the money back because the game does not work properly.
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