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Thread: Let's design the ultimate racing simulation game

  1. #191
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    I think - feature-wise - F1 2020 stands out. Its jam packed full of content and has a very fun driving model both with wheel and controller. I love the fact it has historical championships, own team championships, single grand prix, loads of practice and qualifying options, time trial mode with ghosts, rivals and leaderboards. This combined with project cars would be great.

    An unusual feature I would like to see (although may not work in reality) is some kind of pit stop mini game where you have to kind of do the pit stop things in real time. These would be influenced by the staff you hire and tech you invested in etc.

    The main draw for project cars 2 for me was perfecting laps with different car/track combos and working up the leaderboards. After having a second child I had to sacrifice my triple screen/vr rig so now I exclusively play project cars 3 and F1 2020 with a controller which means my driving game priorities have changed somewhat!

    Controller handling, race/time trial customization and car collecting/customizing are my new wishlist items (hence my current love of PC3). If PC2 had PC3 controller handling and car collecting it would be my perfect game. If a developer could essentially make a fully featured Project Cars game that had the feature set of F1-2020 and a truly great "Sim/Arcade" choice where both handling options were perfect I'd be a very happy driver.
    The following user likes this Post: John Hargreaves


  2. #192
    Superkart Pilot
    Join Date
    Sep 2020
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    PS4 Pro
    For PC4 I would dream it would have regular patches released (not dlc, just patches) and players could count on that regularity. Even if those would be small things, it would be great to have that feeling that the game is getting constantly fixed, step by step. Additionally it would be nice to know which things are going to be fixed next and what is the priority, could be in a form of closed thread on this forum, where devs will post updates. I strongly believe this would help to develop bigger fan base, and keep those undecided closer and in the end increase sales.

    If that woudn't be possible, I would appreciate if patch notes would be available minutes before patch is released, rather than hours after, and those notes should be divided into 2 parts: main changes, detailed list. That detailed list should have EVERYTHING mentioned in it. At the moment patch notes are very general and forget to mention changes that seem to affect ingame physics - and this is not acceptable.
    The following user likes this Post: John Hargreaves


  3. #193
    WMD Member John Hargreaves's Avatar
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    Quote Originally Posted by Zinnsash View Post
    For PC4 I would dream it would have regular patches released (not dlc, just patches) and players could count on that regularity. Even if those would be small things, it would be great to have that feeling that the game is getting constantly fixed, step by step. Additionally it would be nice to know which things are going to be fixed next and what is the priority, could be in a form of closed thread on this forum, where devs will post updates. I strongly believe this would help to develop bigger fan base, and keep those undecided closer and in the end increase sales.

    If that woudn't be possible, I would appreciate if patch notes would be available minutes before patch is released, rather than hours after, and those notes should be divided into 2 parts: main changes, detailed list. That detailed list should have EVERYTHING mentioned in it. At the moment patch notes are very general and forget to mention changes that seem to affect ingame physics - and this is not acceptable.
    I agree that long term support does wonders for getting people on side, look how GT Sport has done it, regular modest updates, but it keeps people engaged, especially when the odd free car or track is thrown in. There is a reason why patch notes (especially on console) are brief though, as detailed notes mean everything has to get checked by MS/Sony testers and it makes the whole process much slower.
    i7-7700K/MSI RTX 3080/Win10 64bit/64Gb RAM/Asus Xonar DX+Beyer Dynamic DT990 Pro headphones/LG 34" UM65 @2560x1080/HP Reverb G2/Fanatec CSL wheel + Clubsport V3 pedals/DSD P2 button box

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    The following user likes this Post: Konan


  4. #194
    Moderator GTsimms's Avatar
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    A recommendation by BreakerOhio from gtplanet
    PC 3 Win 10 Home 64bit ASUS Prime Z270-A/i7 7700K 4.5 GHz, 32 GB GSKILL Trident White 3200, EVGA SC GTX 1070 (MSI AfterBurner 109/89/124/425) Oculus Rift CV1 (VR Cover for eyewear)
    Monitor LG 29" Ultrawide 2560x1080
    Steam, Origin, Uplay, and Epic (GTsimms)

    Primary Fanatec: CSW 2.5, V3 Pedals w/performance kit, R330 and Formula V2 w/APMs, Handbrake v.1.5, and button caps
    Secondary Wheels: T300 w/T3PA Pro (Sparco Rally and F1), T150, CSR, & GT3 RS V2 w/CSR pedals

    Other wheels used in the past Logitech G25, DFGT, MOMO, and Driving Force (GT3 A-Spec).

  5. #195
    LMP2 Pilot hkraft300's Avatar
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    Quote Originally Posted by Twinz View Post
    How does that differ from the rating system in PC2?
    Safety rating in acc seems much more "volatile" thsn in pcars2.

    In pc2 the safety rating is slow to move once you get to A or S. ACC being a number rating it moves around from minor inputs.

    Maybe a good idea if sms made it steady at U but hard to stay at S/ easy to lose S rating ... Who knows.
    G29 FFB RAW 100-40-5-10

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