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Kith_C's avatar
2 years ago

Vol. 6 Handling Model Feedback

Hi there, my special needs son is a fan of NFS Unbound. Here is his feedback. Hope its helpful.

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Regarding handling model feedback, I test drove the Audi cars and this is generally what I think the handling is and how it can be improved. I may be wrong, so take this with a grain of salt and try it on your own, but generally from personal experience this is what I have discovered that are good and some of the things needed to be addressed that can be improved...

 
Grip is more stable, there isn't any loss of grip when making sharp turns, turning radius is good and gets better the more you push slider to grip, making taking even 90 degree corners a breeze with proper attention to the player's driving line and how they manage their braking and throttle without any unwanted drifts.  The car even doesn't bounce up and down (again I may be wrong on that one). No sudden snaps into drift that can send the car into a wall, giving an air of confidence for the driver to grip without losing control of their car.  
 
For using grip as a play style, maybe improve the grip by making turning radius even larger to make taking corners easier without resorting to braking or releasing the throttle (maybe for a grip tire setting?).
 
Drift is significantly better, command over the car is more responsive where it is easier to enter and exit drifts at any specific time you want, especially in emergency scenarios where the car need to inact a handbrake drift at a 90 degree corner, executing that without drifting into a wall or missing the corner. Dedicated drift with the slider set more to drift allows the car to freely flow between drifts from one direction to the other without breaking the flow by regaining traction, requiring mastery over counter steering to keep the car going without running into a wall. The more the slider is set to drift, the more the drifting angle also increases, which will need the driver's attention to monitor and adjust their brake and throttle ensuring the car stays in drift without over drifting into obstacles or under drifting to a halt.
 
As for using drift as a play style, one thing needed to be addressed is how when the car over drifts in one given direction, when counter steering in the other direction, the car still remains in the given drift direction and does not steer back in the other direction, other than that I think the rest should be fine.
 
Overall for this handling model, it takes the player to fine tune the car themselves to suit their play style while giving an edge of mastery to the handling to really get the best out of the cars. With that, the seen results are much better, much more refined and much more satisfying than it was the previous handling model was at launch, enabling players to get a more clean and controllable driving experience that can be both enjoyable and even competitive. 
 
This can also be improved by implementing an option(maybe a third auxiliary slot) toggling the burst nitrous to be on or off (for example a player turns on the burst nitrous for a grip build due to more burst nitrous being awarded for grip turns, while turns it off for drift builds due to the burst nitrous disrupting the flow of motion in a drift by the abrupt turning physics). 
 
Maybe it will also be nice to give another option for regenerative nitrous and burst nitrous auxillary parts for players to determine and choose for both their grip and drift builds respectively.
 
If there is anything I have missed please let me know. 
 
Special note: this is for the AWD Audis that have been recently added into the game. It will be good to use this for all of the previous cars in the game since their handling may not be the best, as well as using the good pointers of the handling model as a reference to fix the handling for the cars, however I do not intent of it ruining the experience of RWD or FWD as well, I also hope Criterion will make full use of the good aspects of the handling to give authentic experiences for both RWD and FWD as well while retaining the clean, enjoyable and competitive edge that the experimental handling model is trying to build on in Unbound.

1 Reply

  • EA_Groguet's avatar
    EA_Groguet
    Icon for Community Manager rankCommunity Manager
    2 years ago

    Hey @Kith_C 

    Thank you for taking the time to write us such an extensive piece of feedback!

    -Groguet

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