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Classes and car score

Napisany przez MTX, 21-09-2018, 15:12
Classes and car score

Offline MTX

#1
****Only apply the suggestion below in case car-by-car balancing is out of the question****

I suggest to attach the car score to the classes so it looks something like this:

E class = 101-200 car score
D class = 201-300 car score
C class = 301-400 car score
B class = 401-500 car score
A class = 501-600 car score

Reason? So that the races are more balanced and (if you choose a score limited event) you race against the same class, not better cars from better classes downgraded to your score. Maybe you think car score will be useless after this, but it wont, because it will still show the difference between cars of that class, i.e. you will know whether that E class driver has a stock car or a fully tuned one by lookig at their car score.
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Offline scaftz

#2
I don't really like this for some reason, it's rather boring although i like the big plus which is it's competitiveness. I can already see the Manana and Infernus performance comparison would be something like a Turtle and a Rocket. Even rusty old car should be possible to make as fast as a performance sports car when heavily tuned. I never see this kind of performance bracketing on any racing game. Going back slower than your maxed starter car on the fresh car should be a thing, otherwise people will just immediately ditch their previous car as soon as he unlocked one from the upper classes.

I also don't really think it will be that easy to implement. The dev would need to actually edit ALL of the cars's handling one by one to match the new scoring you mentioned, which is i doubt they would want to. They don't even want to tweak few cars to fix class specific unbalanceness, with the reason "Nerfing best car on it's class will make 2nd best car the new best car" which doesn't make sense i would say. I am sure there's always a value where it will balance, even though not a perfect 1:1, but at least it won't make such occurence like a certain car having 0% chance of winning against the other one. I mean, just look at Turismo, no matter how well you tune it and how hard you mastered it, you will be still an easy prey for an Infernus, no matter what. 

And as for class B domination on 300-350 and As on 400 above, that's the class initial score's and tuning part score gain's fault. Handling gives so much advantage, but don't give as much score to the car, and higher class cars have more base amount of it and you can even flood it more into it, giving it monstrous handling for a still relatively low score. Tires and WR score gain and classes initial score should be adjusted so putting Accel and Topspeed should be a considerable option when upgrading. 

I don't want this post to be bunch ideas of how to balance so i will just stop now. I doubt the dev would even read it anyway, and i also feel that i could be wrong somewhere. In short, i am rooting more into balancing instead of a new system. If the dev going to pull up a "It's hard to make everything balanced" then yeah sure go ahead and try to implement a new system if it seems easier to do than that.
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Offline MTX

#3
You are right of course, the second option we have is to make the game actually balanced. But since I havent seen any effort in this field to date, I suggested this rather cosmetic change that will magically fix the biggest problems. Yes, it means editing every car's score in the game (which can be helped by some automatic process based on percentage or smth), but thats really everything that needs to be done, just changing numbers, thats all. And to be honest, there arent even that many cars for this to be a problem. Besides, if a re-write is to be done eventually, this is the best time to do it while there are still just a few cars. Later it will become harder and harder.

So in short yes, balancing the cars would also work, and it would be the best solution to prevent both inter-class and intro-class OPness, but if devs dont want to do that, then let them just change these numbers and easily fix at least the inter-class OPness.

The current system cannot be sustained without balancing.
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Offline Akamataa

#4
Just WTF i cant agree with that idea... there is no sense at all.
[Image: kiritoblockingbullets_by_setonami-d7xcxvq.gif]
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Offline MTX

#5
@ scaftz

I see you edited your post. Well if thats the case with how the handling works, then it of course needs to be fixed. I just dont know why the devs dont want to balance stuff? Its only because of that that I suggested this new car score, to bandaid the game without balancing the OP cars themselves.

And as for your liking in the "upgrade any car to any score", thats all nice and stuff, and I would support it (as long as score is reliable and cars are balanced), but the thing is there are only 3 levels of parts, and thats it. Even the cars now cannot exceed some score, for example E cannot go over 352 or something like that, its impossible.

Lastly, even with my suggestion people would not throw their cars away, because they will need them for score based events (such as URLs). It would be the same as it is now in this regard.

PS To all that disagree with my idea, tell me, what else can we do to fix the situation without balancing cars? Im really curious, because thats what we're working with here, zero balance policy of the devs.
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Offline Akamataa

#6
There was once dynamic score calculator but this didn't work to good. Maybe if someone of players make perfectly working dynamic score calculator then devs probably will add this :-D
[Image: kiritoblockingbullets_by_setonami-d7xcxvq.gif]
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Offline MTX

#7
Oh yeah I bet. Its kind of easy taking soemones work and pasting it into the code anyhow Big Grin
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Offline scaftz

#8
Yeah sorry, missed few words there. Also screw dynamic scores lol i don't want my hardly tuned 300 round score URL car turns instantly non-viable by the next day because it grows 1 score due to consistently winning.
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