Re: Feedback and Suggestion Thread
@AX201SD1 wrote:Congratulations on the successful and smoot launch of the game, it is running faultlessly on my Xbox Series X and even though I first started it 40+ hours ago now it has not had a single crash despite using Quick Resume - impressive!I enjoy the game very much, there are just three features I'm missing which were available in KT's WRC Generations, may I humbly add them as suggestions here?1) The possibility to use tyre choices tactically and strategically for individual tyres and on every single stage. Example: Let's say there are two stages with no service in between, I have two spare tyres in my car. In WRC Generations before the start of the 2nd stage on the start line I could check the state of my four tyres (expressed in %) and could, if I wanted, swap them individually, something real life drivers do as well on road sections before starting a stage. So if I finished the first stage with 80% front tyres and 75% rear tyres I would swap the front tyres to the rear and put new tyres on the front, starting the stage with 100% front and 80% rear tyres (and the 75% tyres as spares in the boot). It also allowed great tactics for mixing tyre choices especially if the 2nd stage had different weather conditions, e.g. three dry tyres plus three wet tyres if the first stage was dry and the 2nd expected to be wet etc just like it happened in real life last weekend. Another option I frequently used was to fit hard tyres to the least stressed axle for both stages but then use two new soft tyres on the front for each of those two stages. Your game currently has none of those options, I'm therefore aware that this would likely mean considerable changes in the programming and UI to allow tyre selection by individual tyres rather than complete sets at the start of a rally, calculation of tyre wear for each used tyre and UI options to be made available allowing players to view the tyre wear and swap tyres before the start of each stage. As it stands right now the spare tyre(s) are just useless ballast which cannot be put to use on stages unless you have a puncture and I feel the game would benefit from adding those additional options, both in terms of realism as well as to add to player strategies.2) In combination with the above suggestion it would also be great to allow adjustment of the hybrid boost deployment mapping before every stage (as opposed to only at the service) just as was the case in WRC Generations, it is handy if you have two stages of different characteristics following another without service in between.3) The progress bar at the left hand side should go the whole height of the screen (currently the bottom quarter of the screen is empty and therefore unnecessarily compresses the progress bar) and could do with some additional information such as the total length of the stage displayed at its top end and a distance meter showing how many km/mls are left next to your arrow - again, it was a neat feature KT introduced in WRC Generations and I'm really missing it now,
Personally I disagree with bigger progress bar as it could distract a bit. I think the smaller one already gives good info how much you progressed or where you have the splits + you can still notice it while it is not bigger so I think that's okay but that's my personal view on it 🙂 👍