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Re: F1 24 Game Ideas

Also the very vocal community didn't like handling (not just the torque curve)  on arrival. I never tried it myself but there was very little adjustment period from gamers before the complaints came rolling in. A few eSports drivers were pretty positive to begin with, in regards to the handling at least. I remember Keifer being particularly happy with it and also Opmeer quite pleased in his early preview videos. YouTubers alike stated that there would be finesse required regarding throttle input but nothing negative about handling from what I rememebr. Then handling was quickly changed within a few weeks and it's still hated by a lot of players.

With the original handling being worked on since the start of  development for F1 22, to expect balanced and workable handling fixes to mirror previous games within the few weeks constraint  Greco had to work with seemed particularly unfair. At least in my opion.


@ScarDuck14 wrote:

Disclaimer I know less than nothing let alone anything factual and these are just my very personal opinions and silly thoughts.  


It wouldn’t surprise me if the legend that is  @DavidG53 has decided to move on.   I will again go back to his reply to @Meza994  question in his Q&A 6 months back. about what features he’d like to implement into the game Where he didn’t just say one or two but instead a long list.  To me was telling.  That combined with the fact. He also said back then. Handling model was good as it is. Only change will be the torque curve.  But due to other areas off the game that  have had issues (ai, controller support etc etc) that he had no hand in.  He’s hadt to compromise his all the good work his done in a heroic but vain attempt to balance the game.   


15 Replies

  • ScarDuck14's avatar
    ScarDuck14
    Legend
    3 years ago

    @TotosHeadphonesI liked the handling to start with. Except the high low end torque made acceleration out off corners a wee bit tricky.

    So hence the handling changes started. And in a bid to help keep car facing the right way unleashed understeer hell.

    For me the issue was never the handling but lack of controller and ffb support and lack of assist options with the assists that are available are not fit for purpose. With medium TC to weak. And high TC way to strong.

    I’ve been trying to use manual gears and when I do I have zero traction issues. But after 2-3 laps my old stiff fingers cramp up.

    so I’m stuck using auto gears. 

  • mariohomoh's avatar
    mariohomoh
    Hero (Retired)
    3 years ago
    @TotosHeadphones As @ScarDuck14 mentioned, Greco has a vision for the franchise and it is all about making it a better representation of the sport - better physics, realistic performance - but has always found himself trying to do too much with too little.

    There are a limited number of people with a say on the directions the various aspects of this franchise will take. David is one of them. I'd bet my pop's house he isn't the one advocating for F1 World, decoration furniture, or even super cars. And as we've personally seen for years in these forums, he's a good egg.

    Not going to entertain a stuffless rumour like this much. But if he actually leaves or is terminated, I'd guess that his vision for the gameplay would go down the drain as well.
  • ScarDuck14's avatar
    ScarDuck14
    Legend
    3 years ago

    And as this thread  has gone slightly(very) off topic.  ( But OP own fault for posting such a great extensive list that pretty much covers everything).   

    I remember just after 22 was released.  Either in the Q&A thread or its own thread on Tyre temps.  Members asked whether the Ai were also effected:  @DavidG53  answered by saying something like he promises/Guarantees everyone that the Ai are effected the same as players.

    Shortly afterwards.  Ai carcass temps were change to always at  optimal levels and ai  car damage was from what I can tell changed from simulation to standard:  So floor damage is off and didn’t affect ai car performance.

    All done on the quiet as though hoping we wouldn’t notice. But we did and I’m sure David would have been a little annoyed (id be going bonkers mental) by being made to look like a liar  by whoever made. the decision:  The one guy who put himself front and center and  mingled with us and has out respect…  


  • Hello everyone, how you doing mates?

    So, if I got this right the rumour has it that Mr Greco is leaving the handling department not exactly EA. Right?

    Maybe he's got a promotion? Read last week that the WRC series is coming to EA this year, including a mode "where you create your own rally car". Quite familiar, isn't? If EA didn't get this guy to coordinate both game series than they would be quite stupid.

    Also concerning (but somewhat refreshing to be honest) is the part of the rumour that states a engine change. I understand very little of engines and etc but to me it's clear that the current engine has reached its limit - I mean, the game looks great but done properly this engine change can open some new possibilities.

    Cheers,

    Dan

  • mariohomoh's avatar
    mariohomoh
    Hero (Retired)
    3 years ago

    @dancrodriguesMiss you, pal.

    Regarding Greco, that's a good and hopeful take. I'd take it!

    Now with engines... Engines are huge. A game engine gives you the tools to build the game and provides the framework to run the application.
    Say you want to build a simple Pong game, but with air drag in it. It's all up to you as a dev to use the tools the game engine provides to program it, and it can be as simple as clicking and dragging in a visual programming straightforward language or to literally code it all out in a manner that the engine can interpret and execute it properly.
    Depending on how good of a job you did, this revamped Pong can consume, say, 50MB of RAM. But maybe the engine wasn't very friendly, and you ended up with a badly coded application that inefficiently gulps down anything from 50 to 500MB of RAM when the drag gets strong.
    Maybe you're knowledgeable enough to program it reasonably well on engine A and engine B both, but the frameworks engine A provide are miles better than those of engine B and the same game consumes way less computing resources on the former – leaving more room to implement other features, perhaps?

    We often associate a game engine to something akin to an Instagram filter, making a game look this or that way. But it impacts everything, really. From physics to AI to sound and image fidelity.

    What do I know about Frostbite? Shamefully little. I do know the reported horror story that BioWare went through with it back when they were working on Anthem.

  • TotosHeadphones's avatar
    TotosHeadphones
    Seasoned Ace
    3 years ago

    @mariohomoh wrote:

    @dancrodriguesMiss you, pal.

    Regarding Greco, that's a good and hopeful take. I'd take it!

    Now with engines... Engines are huge. A game engine gives you the tools to build the game and provides the framework to run the application.
    Say you want to build a simple Pong game, but with air drag in it. It's all up to you as a dev to use the tools the game engine provides to program it, and it can be as simple as clicking and dragging in a visual programming straightforward language or to literally code it all out in a manner that the engine can interpret and execute it properly.
    Depending on how good of a job you did, this revamped Pong can consume, say, 50MB of RAM. But maybe the engine wasn't very friendly, and you ended up with a badly coded application that inefficiently gulps down anything from 50 to 500MB of RAM when the drag gets strong.
    Maybe you're knowledgeable enough to program it reasonably well on engine A and engine B both, but the frameworks engine A provide are miles better than those of engine B and the same game consumes way less computing resources on the former – leaving more room to implement other features, perhaps?

    We often associate a game engine to something akin to an Instagram filter, making a game look this or that way. But it impacts everything, really. From physics to AI to sound and image fidelity.

    What do I know about Frostbite? Shamefully little. I do know the reported horror story that BioWare went through with it back when they were working on Anthem.


    Very good explanation.

  • ScarDuck14's avatar
    ScarDuck14
    Legend
    3 years ago

    The thread lost all credibility by the ton of fake accounts that posted on it.  So apart from the odd genuine post on the subject.   It’s now trash.    The fact you deny you know nothing about it and even if you don’t.  The fact is anyone with a brain cell reading the endless fake posts know they were fake.   Then rightly they come to the conclusion as the OP is the only person to gain from those posts.  So all credibility in the op is lost.  The thread deserves to die 

    Rather than coming back with yet another name and trying to act all innocent.  You would have been better to take the L and not mention let alone push this post

    Just to mention all posts had exact same style as yours.   That was the first clue.  Second was the accounts were all made within minutes of eachother.  Then once the thread started to drop down.   A bunch more bugus accounts were created.   Your original op account as you said was banned.  Recreating another account to use does not mean you have got away with being banned.   As you were given a second chance

  • Radoko34's avatar
    Radoko34
    3 years ago

    @ScarDuck14 

    My original account, Camej436 was never banned. I couldn’t change over my email, so I created this one. 

    Even though, clearly, you think I had… what - 30 accounts? (Which is not even possible as I explained before 🤣), I’ll keep saying I didn’t because it’s true. I don’t have unlimited phone numbers. 

    If you’re so angry about a thread, then just leave it alone. You’ve never posted anything that has contributed to the purpose of this thread anyway.

    In your eyes, sure, say what you want about this thread having no credibility. That’s just subjective. People who want to discuss their ideas for F1 24 and beyond come here to join in the chat. 

    There was a really good small amount of time where several people jumped all over this thread and shared their ideas with us. That was so great. 
    But then, like you explained, there were random bot/fake accounts littered all over, which enrages me, because of the enormous effort put into this thread by so many. 😠 But we literally CAN NOT control that anymore. 🙄

    So, if your opinion is that this page is trash, then you can take your subjectivity away. Because for the people wanting a place to discuss their ideas, and get in on the future F1 game conversation, this is absolutely the place for it, despite how this thread got royally screwed for some time. 

    Stop carrying on 😤 about the past @ScarDuck14. You’re like a broken record. You never listen to me when I reply to your rants. Move to another thread if it makes you feel happier. 

  • Seeing as the other threads got locked, and @ScarDuck14 and more have said that you should only post on one thread, I suppose I’ll continue my work here! 😅

    So, as this is F1 24 game ideas, let’s focus on the upcoming game, which is likely to be released in around 14 months. 

    As the EA staff want all the ideas in one thread, let’s move all of our work so far over. 
    Continuing from both the F1 24 Game Ideas OP, and the Community Suggestions Hub, I suppose here we have a combined version! 

    Here’s what’s been mentioned before:

    • A story mode that leads into/affects a career mode
    • Cool down laps after races (ability to drive back to pit-lane area after race or drive to the 1st, 2nd, or 3rd place board) just for single player
    • More race distance options (e.g. 30%, 75%, 15%, etc.)
    • Ability to sign for an academy system (Ferrari, Red Bull, Mercedes, Alpine, McLaren) without having to do the F2 career mode
    • Ability to sign for a team/sign a teammate after receiving the end-of-season cash bonus
    • Split-screen career mode
    • More track limits options (e.g. Free track limits, low stringency, medium, stringency, high stringency, etc.)
    • Ability to add/remove penalties post race in career mode (if players misuse this feature, that’s on them - doesn’t matter)
    • Option to do Pre-Season testing in Bahrain (opportunity for resource points to be earned - there could even be the option to do just a larger version of quick practice for pre-season testing)
    • Ability to sign drivers who retire after seasons during the career mode (e.g. Daniel Ricciardo, Sebastian Vettel, Fernando Alonso)
    • Races should be able to finish under SC
    • Red flags (could use similar coding from end of sprint race to start of main Grand Prix but add in tyre/front-wing/bodywork changes)
    • An immersive paddock for between sessions/race weekends
    • Ability to do a track session/race online with Supercars
    • Ability to restart race in two-player career mode
    • Wider range of improved and unique race engineer lines
    • Scanned tracks for realism
    • Ability to do practice starts with clutch in pit-lane or start/finish straight at the end of practice
    • Return of classic cars
    • Track map outlining where you’re faster/slower than your teammate
    • Ability to serve a 2, 3 or 10 second time penalty at a pit-stop
    • Ability to create a customised season calendar after season 1 of career mode (due to licensing issues, but after S1, should be fine just like adding Shanghai and Portimao?)
    • Create your own engine in MyTeam career mode + supply engine to other teams
    • Ability to create, play, and share custom blueprint event challenges with unique rules and circumstances (e.g. starting in 8th on lap 37, get to 5th place by the end of lap 41 in a Haas, BUT every time you make one overtake, your ERS resets to 100%) - the possibilities are endless
    • Ability to renegotiate contracts more often throughout the season (like in F1 2019)
    • More game modes similar to the Elimination event (e.g. Hide and seek + tag, Last driver standing, etc.)
    • Ability to transfer career modes from game to game (e.g. start a career mode on F1 22 and complete 2 seasons, then continue from where you left off, in F1 23 with updated liveries and tracks, etc. but same drivers as in it was in the previous game)
    • Ability to do Co-Op Career Mode with more than two players
    • Ability to change front wing without also changing tyres at a pit-stop
    • Regulation change voting system where your team can vote for or against a proposed regulation change (e.g. different points system, more allocated engines per season, resource point cost cap changes, etc.)

    @ScarDuck14 mentioned the need to expand in the career mode area, as it’s the front and centre of the F1 game, which has not been changed in years now.

    @BewareTheHare suggested a revamp in the development system in career mode, with several different philosophies that could be followed when designing and upgrading your car.

    @LuckyNico92 brought up the management side of the game, suggesting that we don’t necessarily need an F1 Manager-level depth in management, because after all, this game is far more focused on the driving than the off-track nitty gritty relatively. Regardless, the off-track side of things in career mode definitely needs improvement. (Thanks what we’re here for!)

    Sorry to have to be reiterating the suggestions that have already been shared, but if EA wants them all in one thread together, we’ll do just that! 😁

  • ScarDuck14's avatar
    ScarDuck14
    Legend
    3 years ago

    @Radoko34  Alls good Stop being mischievous and keep to the rules and you won’t get any more threads locked

  • Radoko34's avatar
    Radoko34
    3 years ago

    @ScarDuck14 

    What do you mean?! 🤣

    I’m only trying to bring out the best in the community. 
    I do however apologise about having multiple similar threads. I genuinely am not trying to break any rules - I was just not aware that there is strict policies on not having any threads that are remotely similar to each other. 

    All good. 👍

  • ScarDuck14's avatar
    ScarDuck14
    Legend
    3 years ago

    @Radoko34But your trying is having the opposite effect. And abit condescending that the community isn’t the best. Members have been posting on here or at codemasters for years. They come and go and generally comeback again. New people join and providing they are not toxic or abusive and play by the rules are welcomed with open arms. Check all the other game boards on this site. We are by far the nicest and most genuine.

    Like I said to you before when you genuinely post I genuinely like your posts. Your constant mischievousness however i don’t.

    Relax stop worrying about xp (your mention it constantly) and posting posts and threads for xp. Relax Just be yourself and like the force. Xp will soon flow through you. But be careful what you wish for. I have to keep constantly clear out my inbox. 😁 Sometimes over 50 emails a day what with mentions and all.

    I don’t do this to make the community better.  The community as a collective does that.  I do this because I know the game especially MyTeam inside out and I  enjoy  helping people.   Every time you’ve helped someone with the game you’ve been wrong. 

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