If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below. |
|
|
Thread Tools | Display Modes |
|
#1
|
|||
|
|||
Need for Speed mmo
|
#2
|
|||
|
|||
Need for Speed mmo
The first beta test was in Asia (Taiwan). The second beta test,
this time in english, was March 5->8. The third beta test will be March 19->22. The free roam area and the tracks are from a combined NFS Most Wanted and Carbon. About 1/2 of the map was unlocked in the second beta test, and I expect it to be about the same for the third beta test. The physics is simplified, with peformance just a bit slower than Most Wanted or Carbon. One of the goals was to allow for keyboard or gamepad play, although normal controllers such as joysticks or wheels will also work. The main MMO part of the game is leveling up to unlock cars, and also accumulating shots of nitrous that get consumed when used, as opposed to previous NFS games where the amount of nitrous was reset each race. There's a forced delay between usage of the nitrous, similar to NFS games where nitrous accumulated during a race, so the main difference with the MMO aspect is having to do single player races to earn shots of nitrous, then spending them during multi-player races. There are a lot of videos at youtube already. The next round of videos should be better since players will know what to expect. |
#3
|
|||
|
|||
Need for Speed mmo
"rcgldr" > wrote in message ... > The physics is simplified, with peformance just a bit slower than > Most Wanted or Carbon. One of the goals was to allow for keyboard > or gamepad play, although normal controllers such as joysticks > or wheels will also work. Well, that sucks! Physics dummed down because of whining keyboard and gamepad users! |
#4
|
|||
|
|||
Need for Speed mmo
>> The physics is simplified, with peformance just a bit slower than
>> Most Wanted or Carbon. One of the goals was to allow for keyboard >> or gamepad play, although normal controllers such as joysticks >> or wheels will also work. > Well, that sucks! Physics dummed down because of whining keyboard and gamepad users! I think all they do is smooth out digital inputs over time via some type of filter. There aren't enough cars in the beta test to judge the physics, as each car was given a different feel in the older NFS games that Wolrd is based on. For players that played Most Wanted and Carbon, the feel (responsiveness, oversteer), of the cars in NFS World bets test are within the range of the cars in the previous games. The pursuits were fun: http://www.youtube.com/watch?v=7YtYQGA2IY8&fmt=22 |
#5
|
|||
|
|||
Need for Speed mmo
On Thu, 18 Mar 2010 05:42:27 -0700, "rcgldr" > wrote:
>>> The physics is simplified, with peformance just a bit slower than >>> Most Wanted or Carbon. One of the goals was to allow for keyboard >>> or gamepad play, although normal controllers such as joysticks >>> or wheels will also work. > >> Well, that sucks! Physics dummed down because of whining keyboard and gamepad users! > >I think all they do is smooth out digital inputs over time via some type >of filter. There aren't enough cars in the beta test to judge the physics, >as each car was given a different feel in the older NFS games that Wolrd >is based on. You are on a racetrack, what do you want to do? >Go fast You're approaching a lefthand turn, what do you want to do? >Go left <Time skip> Congratulations, you've won the race! Sounds like a swell game! Cheers! Remco |
#6
|
|||
|
|||
Need for Speed mmo
> You are on a racetrack, what do you want to do?
> Go fast > You're approaching a lefthand turn, what do you want to do? > Go left > Congratulations, you've won the race! > Sounds like a swell game! Sounds like every racing game ever made. What was your point? |
#7
|
|||
|
|||
Need for Speed mmo
"rcgldr" > wrote in
: > The first beta test was in Asia (Taiwan). The second beta test, > this time in english, was March 5->8. The third beta test will > be March 19->22. The free roam area and the tracks are from > a combined NFS Most Wanted and Carbon. About 1/2 of the > map was unlocked in the second beta test, and I expect it to > be about the same for the third beta test. > > The physics is simplified, with peformance just a bit slower than > Most Wanted or Carbon. One of the goals was to allow for keyboard > or gamepad play, although normal controllers such as joysticks > or wheels will also work. > That doesn't make any sense whatsoever. There's no way that a 90 WPM typist can beat a 10+ Mb/s USB cable. 90 WPM= 60x5x8 b/s=2400 b/s or the same as a 2400 Baud modem. Unless the wheel is only checked once every 8/2400 seconds or 0.0033... (1/300th), they won't compare. This would apply for getting *one* byte of information only - whereas 3 or 4 would be about right. One for each axis and one every 8 buttons. > The main MMO part of the game is leveling up to unlock cars, and > also accumulating shots of nitrous that get consumed when used, > as opposed to previous NFS games where the amount of nitrous was > reset each race. There's a forced delay between usage of the > nitrous, similar to NFS games where nitrous accumulated during > a race, so the main difference with the MMO aspect is having to > do single player races to earn shots of nitrous, then spending > them during multi-player races. > So even NFS has a version of KERS to dumb it down. <g> |
#8
|
|||
|
|||
Need for Speed mmo
>> The physics is simplified, with peformance just a bit slower than
>> Most Wanted or Carbon. One of the goals was to allow for keyboard >> or gamepad play, although normal controllers such as joysticks >> or wheels will also work. > That doesn't make any sense whatsoever. I should have stated that digital control inputs are simplified, not the physics. The way this is done is to modulate control inputs based the frequency and duration of button presses. Some games implement the equivalent of a steering assist when a digital controller is used. Note that Live For Speed, a sim-oriented racing game, still supports keyboard play although a wheel and pedals are recommended. At one time, Live For Speed keyboard players had an advantage because the game's steering assist was too close to perfect. For most games, this is a front end process. Digital control inputs are filtered and "enhanced" via the equivalent of a steering assist, similar to the one in Nascar Racing Season 2003, before being fed into the physics engine, which is shared by both digital and analog control inputs. |
#9
|
|||
|
|||
Need for Speed mmo
"rcgldr" > wrote in
: >>> The physics is simplified, with peformance just a bit slower than >>> Most Wanted or Carbon. One of the goals was to allow for keyboard >>> or gamepad play, although normal controllers such as joysticks >>> or wheels will also work. > >> That doesn't make any sense whatsoever. > > I should have stated that digital control inputs are simplified, not > the physics. > > The way this is done is to modulate control inputs based the frequency > and duration of button presses. Some games implement the equivalent of > a steering assist when a digital controller is used. Note that Live > For Speed, a sim-oriented racing game, still supports keyboard play > although a wheel and pedals are recommended. At one time, Live For > Speed keyboard players had an advantage because the game's steering > assist was too close to perfect. > So there are keyboard cheats in other words? Pass. If it involves anything more complex than <- for left -> for right up for accelerate, down for brake and separate keys for shifting up and down one gear, all as non-repeating keys, it's not legit IMHO. I've used both and found that a wheel *is* faster and easier than a keyboard without accelerators. Time to give all keyboard users a Model T interface IMHO.<g> > For most games, this is a front end process. Digital control inputs > are filtered and "enhanced" via the equivalent of a steering assist, > similar to the one in Nascar Racing Season 2003, No idea what you're talking about there - I don't *do* NASCAR period. Real life, simulation anything. (well *maybe* something like a Smurf Massacre or Kill Saddam clone, but that's it). define what you mean by "enhanced" please. That word in isolation has as much meaning as "reform" does. > before being fed into the > physics engine, which is shared by both digital and analog control > inputs. > Did you get this from their website itself or is this your own wording? |
#10
|
|||
|
|||
Need for Speed mmo
>> I should have stated that digital control inputs are simplified, not
>> the physics. >> The way this is done is to modulate control inputs based the frequency >> and duration of button presses. Some games implement the equivalent of >> a steering assist when a digital controller is used. Note that Live >> For Speed, a sim-oriented racing game, still supports keyboard play >> although a wheel and pedals are recommended. At one time, Live For >> Speed keyboard players had an advantage because the game's steering >> assist was too close to perfect. > So there are keyboard cheats in other words? In the case of Live For Speed keyboard players had an advantage before they detuned the steering assist. > If it involves > anything more complex than <- for left -> for right > up for accelerate, down for brake Think of it as the equivalent of pulse width modulation as used for brushless DC motors, or fuel injectors on a car. The current or fuel is pulsed out in tiny bursts at some frequency to result in some average rate of flow. The duration of each burst and the frequency determines the amount of input the player is trying to achieve. >> For most games, this is a front end process. Digital control inputs >> are filtered and "enhanced" via the equivalent of a steering assist, >> similar to the one in Nascar Racing Season 2003, > No idea what you're talking about there - I don't *do* NASCAR period. > define what you mean by "enhanced" please. Think of it as the equivalent of a semi "auto-pilot". As an example of an "enhancement", a players actual steering inputs would only have to be somewhat close to ideal, and then the game would modify these inputs to make them very close to ideal. Somewhat like having steering speed sensitivity set to 100%, where holding down left arrow or holding the steering wheel left at some fixed position would end up targeting some rate of cornering load in a turn as opposed to targeting a radius. Sort of like the pressure senstive stick on a F-16 fighter, where the pilot's control input is to request a rate of roll or pitch (g force), and the onboard electronics translate this into actual surface defelection based on airspeed. >> before being fed into the physics engine, which is shared by both >> digital and analog control inputs. > Did you get this from their website itself or is this your own wording? My own wording, although braking and steering assists, where the game brakes and steers for the player can be found in a few sim-oriented games, as options for a player new to racing games. |
Thread Tools | |
Display Modes | |
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
2008 Goodwood Festival of Speed 26 of 50; 2003 Bentley Speed 8 front side.JPG (1/1) | Leroy Curtis | Auto Photos | 0 | August 23rd 08 05:26 PM |
2008 Goodwood Festival of Speed 26 of 50; 2003 Bentley Speed 8 front side.JPG (1/1) | Leroy Curtis | Car Show Photos | 0 | August 23rd 08 05:26 PM |
2008 Goodwood Festival of Speed; 1930 Bentley Speed Six `Old Number 2'.JPG (1/1) | Leroy Curtis | Car Show Photos | 0 | August 17th 08 11:13 AM |
Goodwood Festival of Speed 2007; 1929 Bentley Speed Six `Old Number One'.JPG (1/1) | Leroy Curtis | Car Show Photos | 0 | July 20th 07 01:09 PM |
Goodwood Festival of Speed 2007; 1929 Bentley Speed Six `Old Number One'.JPG (1/1) | Leroy Curtis | Auto Photos | 0 | July 20th 07 12:04 PM |