CF SIN VIER改善の提案(転載)

  • このトピックには6件の返信、1人の参加者があり、最後にSUPPORTにより4年、 7ヶ月前に更新されました。
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    • #104 返信
      IcyStriker(転載)

        Dear YNP,

        お疲れ様でした。

        There’s something that should be added to this game (and some of them are confirmed by your support team), and some will be great if it’s in the game.

        Things need to be fixed

        The overpowered vehicle
        Asurada
        One thing needs to be fix, the time of Asurada’s 2nd step booster should be equal to the remaining time of its 1st step (shown in anime). However, in this game, player can use the 1st step till almost 0 and get another 5 sec for its powerful 2nd step.

        Cancelled the feature of closing the 2nd step booster
        As mentioned int the anime, the 2nd step of booster is using the pressure charged in the 1st step. Therefore, the use of 2nd step is not just getting the extreme great acceleration, but also release the pressure charged in the booster. By that mean, do you think it’s necessary to force players to use all of their 2nd step booster?

        Under-powered vehicles (confirmed 2019/02/18 No.3380 & 3382, 3415 & 3422 by Support team)
        Issuxark-S: better acceleration when it’s using higher gears (4+) or its engine speed is sitting on a higher rpm.

        Garland: buffing cornering to a great level and lower the speed drop or buffing top speed without booster.

        Please bring back the manual edited starting grid/ Start position adjustment (Confirmed 2019/04/08 No.3415 & 3422 by Support team)
        One of the greatest online feature from SIN DREI, but has totally gone in VIER. There will be more interesting things to have with this feature. For example, when experts play with beginners, they can move beginners to the front letting them not just watching those better player disappear from the screen.

        Things will be great if added

        New vehicles (mentioned 2019/02/10 No.3368 by Support team)

        Some vehicles used in 2023. for example, Edelhi Bootsvorz’s Garland, Sera Gallagher’s Issuxark and Shinjo’s AOI vehicle (can be red NP-03 in sin 2 or EX-ZARD)

        Prototypes – vehicles buff one part and some parts getting worse with single color and nothing on it

        Asurada (full black or white) with even stronger booster (challenge 800 km/h) but rubbish cornering

        Garland (white as shown in anime or carbon gray with red stripes at the edge) with 2 step booster and current version Garland’s cornering

        Issuxark (carbon fabric black or matte red used for Sera Gallagher’s vehicle in 2023) with longer booster

        Non-drifting type Ogre (AL-Zard dark purple-gray for Phill Fritz as test driver working with Nagumo Kyoujirou) with long acting single booster

        Ex-Zard (Red with yellow stripes for Shinjo’s 2023 first half season vehicle) more powerful booster, but a drifting type Ex-Zard

        HP-022 (Blue-green for Franz & Lisa Heinel or Jackie’s champion winning gold vehicle) with better A-mode but weaker C-mode

        MS (metal gray or whole black) with quicker wheel reaction time but weaker acceleration

        Look back button (mentioned 2019/04/08 No.3415 & 3422 by Support team)
        You have mentioned that it is difficult to find a place to put a back mirror due to VR feature. Therefore, what about putting a button that let players have a look what’s behind them? Several racing game have this feature, and it might be the solution for this game.

        More realistic Grass
        Grass should very slippery. By that means, sand will slow your speed down and grass will make you spin, this might make players take a bit more risk while taking aggressive racing line. I would suggest to remove the slow down penalty from those grass area, and get their grip down to a super low level the can hardly turn and easy to spin unless slow down to a really slow speed.

        Gravel area penalty change
        Lower both deceleration and acceleration when in Gravel area. This makes player goes deeper into the sand area and more time to crawl out from that area.

        Wider run-off area (Gravel and Grass)
        Wider run-off area makes more punishment for making mistakes. especially the 2 U turn in Montreal. In fact, most of the run-off are too narrow in this game.

        Barcelona wall, curbs and run-off area fixed

        The grass area at T3 (the 1st 90 degree corner from straight line) might be great if removed due to it actually doesn’t fit the idea of a pure street circuit. giving it a double curb and wall next to it might make more like a street circuit. Also, the run-off area is too wide in T6 (the one with super wide run-off area inside) makes no one actually take the official racing track. Please move the wall next to the white line. Otherwise, everyone will just cut through that corner. Adding height (should be the highest one), width, and force push vehicles off it (whether it’s inside or outside due to the current curbs positions in Barcelona has some space outside those curbs) will make Barcelona more like the Monaco – CF version that drivers must ride on it to be fast, but will crash if takes too much.

        Some new circuits
        All the current tracks have at least one long straight, even Barcelona got one. Therefore, it might be a good idea to add a slow track that none of the vehicle can use their while booster easily like the real Monaco. Also, add another high speed circuit, but unlike Berlin, with narrow track and wide grass run-off area. For example, have a look at Monza, Silverstone, San Paulo or Suzuka. Those old tracks have some exciting elements that can be used in this game, like first chicane in Monza (upper figure) or those triple S (not like New Tokyo that cause it can be cut into almost a straight) (lower figure)in Suzuka S1 or San Paulo first 3 corner. Even include a track like Indianapolis will be great.

        Kind regards,

        IcyStriker

        
        
      • #147 返信
        SUPPORT

          Dear IcyStriker

          >One thing needs to be fix, the time of Asurada’s 2nd step booster should be equal to the remaining time of its 1st step (shown in anime).

          We don’t see this as a problem.
          Want to weaken Asurada?

          >Cancelled the feature of closing the 2nd step booster

          We think there are times when you want to cancel 2nd step booster.

          >Issuxark-S
          >Garland

          We will continue to adjust.
          Thank you for ideas!

          >Please bring back the manual edited starting grid/ Start position adjustment.

          Sorry to make you wait…
          We must add this function.

          >New vehicles (mentioned 2019/02/10 No.3368 by Support team)

          Thank you for the various ideas!
          We especially like Issuxark for Sera Gallagher.

          >Look back button (mentioned 2019/04/08 No.3415 & 3422 by Support team)

          It might be better to have Look back button on Non VR.
          We will consider this idea.

          >More realistic Grass
          >Gravel area penalty change
          >Wider run-off area (Gravel and Grass)

          Rough area penalties may be better.
          We will consider this idea.

          >Barcelona wall, curbs and run-off area fixed

          Sorry.
          Modifying released circuits is very difficult.

          >Some new circuits

          Useful for adding new circuits.
          Thank you!

        • #148 返信
          IcyStriker

            Dear YNP,

            お疲れ様でした。

            >>One thing needs to be fix, the time of Asurada’s 2nd step booster should be equal to the remaining time of its 1st step (shown in anime).

            >We don’t see this as a problem.
            >Want to weaken Asurada?

            Yes, I, or I should said we, do believe that Asurada needs a NERF that will actually effect it on track performance.

            Thanks to all of your hard works, the current meta, is in a mostly balanced situation. Well except the top and bottom tier machines.

            For the last two vehicles, which is Garland and Issuxark-S, I believe that there’s almost enough discussion with a quite clear way of getting them into a competitive level.

            However, when talking about the the best ”one” in the game, Asurada, the problem is huge and hard to be solved. It’s advantages are significant but weaknesses are hardly effect it.

            For example, those “better” vehicles have their own strength and weakness that made them special.

            Ogre is a beast in high speed sectors, and its almost unbeatable in that area (except it’s biggest rival – Asurada ). However, it’s too unstable in the corner with its Circuit Mode (the C mode). Also, it takes times to regain the speed after making mistakes.

            Issuxark-R is the best one if talking about cornering stability and cornering speed, but it still needs to face it poor engine power in the straight line.

            Ex-Zard 11K has great top speed and incredible Areo mode (the A mode). But it’s almost unable to turn while using its 2nd step booster, with the time of 2nd step is quite short.

            While talking about other vehicles.

            HP-022s are good at taking low speed corner, such as those U turns in new Tokyo circuit. But it’s A mode got a big nerf to trade for a better booster in an early patch (I think it might be patch I).

            MS-3/B L is a car for a drifting beginner with a 7 speed gearbox, which gives it great acceleration. However single booster limits its performance in the straight line.

            MS-3/B E is a non drifting type of MS-3/B L with better straight line speed. But poor cornering gives drivers a really tough time of making racing line correct.

            Nemesis is a non drifting type of Asurada, but it’s A mode is not as good as Asurada when talking about cornering, with a much weaker engine, which also affects its booster.

            From the ranking, we can see most vehicles performed better on some tracks while weaker on the others (well, Garland and Issuxark-S are quite average due to they are mostly the worst 3 on every track), except one – Asurada.

            Asurada has one of the longest 2nd step booster time (please correct me if I’m wrong), one of the best A mode cornering (takes it through almost every high speed corner), one of the best A mode acceleration (feels like even better than those 7 speed gearbox MS-3/Bs). On the other hand, it’s weakness is doesn’t affect it in this game. Bad acceleration with C mode(honestly, who use C mode in a straight line, and we still have the CA technique made it better in mid speed corners), and a bit unstable cornering (which is not much worse than the MS-3/B L, which is for those drifting beginners, and much better than the poor Orge).

            It’s domination can be easily seen on the ranking pages. You can hardly find a track it’s “not” sitting on the top; in fact, it’s sitting top 3 in every track.

            Moreover, I have hosting a championship, which is told that it can YNP licensed league by Mr. Yang early this year. In online races, a Asurada driver can pulling around 1 second from others in almost every track (lapped almost everyone else in some track such as Nesiko and Berlin(the longest track we have currently) in a 20 minutes race). Other drivers aren’t bad; in fact most of them are top 10 players on the YNP official ranking.

            The current state is we are having the Asurada can easily win a lot and the track wins not that much.

            Furthermore, it many players feels so frustrated facing it beats almost everyone else in the straight and having top tier cornering.

            There’s probably only one word than can describe Asurada, “unbeatable”. But in my opinion, that’s the word should be seen in a online racing game.

            Personally, I think you should take some advantages away from Asurada, and nerfing its A mode or booster might be a great option. It’s A mode is a huge problem due to its acceleration is just way too good, and it can still turn in high speed corners. All the others can only get one of them. To make it different from Nemesis, I personal think keeping its cornering performance due to Mr. Kazami prefer a more unstable vehicle and turns whenever he wants. By the means, it will require a huge nerf whether its acceleration, top speed or even both. In my opinion, taking off 10% acceleration performance from it is still reasonable due to its cornering and booster are untouched.

            Also, from the raw number, Ogre should have better acceleration than Asurada due to its torque and weight are both slightly better.

            A vehicle wins 0.5 second in a straight and lose no time in corners isn’t fun for other players, unless the idea of that game’s developer wants everyone to drive the same car and bully others.

            >>New vehicles (mentioned 2019/02/10 No.3368 by Support team)

            >Thank you for the various ideas!
            >We especially like Issuxark for Sera Gallagher.

            Further information for new vehicles:

            Sera Gallagher’s Issuxark:

            She seems like a driver that prefer nursing her car, but feels like she prefer to beat her boss, Mr. Randoll at his best area, by this means cornering. So her vehicle might be another extreme compare to the Issuxark-R, which may be even better cornering compared to the R, slight weaker straight line, a weaker power but longer duration time booster. Color should be some kinds of red from the anime (matte red can be great and it’s used by Ferrari F1 team, which looks perfect by showing she’s different from Shinjyo(shiny red) and Luisa(chrome pink))

            Renewed version of Ex-ZARD 11-S

            The 11S is a bit too normal as a race car. Unlike Garland that is below average in every single point except its acceleration isn’t that bad, or Issuxark-S is the one of the worst on cornering, 11S has nothing special on the track. Due to it’s also driven by Mr. Shiba, why not giving 11S a shorter 1st step booster, and a longer 2nd step? It shows some personality that at some point it’s a gentle machine, but gives everything to straight line(time adjustment can make 11S having a better straight line speed, and Shiba’s preference can be seen in Nemesis, which has weaker engine but still has better top speed compares to Garland)

            Is there any possibility to bring the old HP-022(the early version in this game, which seems more like Franz’s style) back?

            Mr. Franz, the owner and designer of StormZender, prefer to make things to be under control. And the old Spiegel feels more like his design. But removing the current Spiegel also makes no sense cause Jack is a old school American playboy, which feels like he care about top speed more than anything . This makes sense with the current Spiegel’s setting – a 700km/hr booster but poor A mode performance. The HP-022 Heinel version with Franz’s iconic dark grey with blue-green like his old cars or full black with gold and red like German flag may be a choice when adding some new cars (especially the data are already known).

            Sincerely yours,

            IcyStriker

          • #149 返信
            IcyStriker

              Dear YNP,

              お疲れ様でした。

              >>More realistic Grass
              >>Gravel area penalty change
              >>Wider run-off area (Gravel and Grass)

              >Rough area penalties may be better.
              >We will consider this idea.

              >>Barcelona wall, curbs and run-off area fixed

              >Modifying released circuits is very difficult.

              Sorry for asking you about something is difficult to do.

              And I’m glad you have interest in some part of my ideas.

              The reason I would suggest widening run-off area is to open the possibility of drivers to go aggressive.

              The wall currently 0 to 0.5 car’s width away from the track, and I guess you probably wants to avoid players to cut the corners. However, if add some space to 2 to 3 car’s width inside with a penalty system that made them spin, makes players to attack the inside corner more aggressively, but needs to pay more when they over step the limits.

              The 2nd reason I suggest to change the run-off area is because all these track we have right now is more like half-street circuit( like Canadian GP), which has few run-off area and barriers close to the track. Why not adding some pure racing which has some area to keep drivers safe and penalise them when they make mistakes. Or a pure street circuit, with even tighter track no run-off area with barriers only. Or maybe a low speed track with even no place to use booster( such as F1’s Monaco, F3’s Macau GP, or Cyber Formula’s Hong Kong GP).

              The reason that it doesn’t really worth to challenge the inside corner is due to the penalty system gives players almost same penalty whether slightly brush the wall and hit the wall. Maybe it worth some time to define their differences to make this game better in the future.

              But still, more vehicles and more tracks are always the main reason that players keep playing this game.

              Kind regards,

              IcyStriker

            • #151 返信
              SUPPORT

                Dear IcyStriker

                >お疲れ様でした。

                This forum has been improved.
                You don’t have to include Japanese.

                >>Want to weaken Asurada?
                >Yes, I, or I should said we, do believe that Asurada needs a NERF that will actually effect it on track performance.

                We don’t want to use a NERF.
                Because the best time will not be updated.

                And drivers will be uncomfortable…

                But We know Asurada is strong.
                So we want to enhance other machines.

                Thank you for any idea for machines.

                >Sera Gallagher’s Issuxark:

                Matte red… Good!

                >Is there any possibility to bring the old HP-022(the early version in this game, which seems more like Franz’s style) back?

                The old HP-022 color is a bug…

                We will consider whether it can be differentiated from the current HP-022.

                >But still, more vehicles and more tracks are always the main reason that players keep playing this game.

                OK!
                We want you to support us in the future.

              • #152 返信
                IcyStriker

                  Dear YNP,

                  お疲れ様でした。

                  The reason of including Japanese is I’m trying respect you. That’s my Japanese teacher teaches me.

                  If you don’t like it, I’ll remove it from now on.

                  At the current situation, if you want to keep Asurada as it is right now, then you should consider buffing other vehicle’s acceleration or booster by around 5 to 15%

                  Acceleration

                  5%: vehicle which is straight line focus with A mode. They are already strong in the straight line, over buffing they will just make another Asurada.
                  Ogre, 11K, MS3-Bs, Nemesis, HP-022J, Asurada (C mode only, make player can fix their mistakes at the beginning of the straight)

                  10%: Cornering focus vehicles. This make them even better in the corner and corner exit. This gives them at least can try to block Asurada at the first stage of a long straight.
                  Issuxark-R, 11S, HP-022M

                  15%: Garland and Issuxark-R are too weak at current meta. A big buff in acceleration makes they able to fight others due to they aren’t supposed to lose this much in straight. Garland has the top tier engine in its body, but doesn’t shown either top speed and acceleration. Issuxark-S is a vehicle that give up stable cornering (we can see without aggressive setting, Issusxark should be a cornering machine like Issuxark-R) to get better straight line, so it deserves this huge buff.

                  Booster

                  Booster type change: these car aren’t designed to be the fastest with their booster, but their setups are focus on getting their top speed fast and hold it. They are supposed to be the master of the corner. Therefore, the way to do it to increase their booster power, make they easily to match top speed, and hold the cap at the rest of the time. For example, Issuxark has the cap of 685km/h from your data, and it will get it at ⅔ or ¾ of its booster time, then hold that speed for the rest of it (around ⅓ of it)
                  Suggestions: Issuxark-R (⅔-> 685km/h), Garland (¾-> 695km/h), HP-022M (¾-> 695km/h)

                  Booster power increase: these cars are supposed to be fast in the straight, so the direction of buffing them should be made their strength even stronger.
                  Issuxark-S (+10% or even 15%), 11S (+10%), HP-022J (+5%), MS3/Bs (+5%)

                  Booster time increase: these vehicles may focus on fuel saving,but since there’s no fuel strategy in this game, we can let these fuel increase their other performance, in this case, booster time.
                  11K (Mr. Kaga finished more race than others, so I consider he nurse his car more than others, 1st step +2.5%)

                  Unannounced vehicles:
                  Nemesis: by sharing the same body with Asurada, it has the similar strength as Asurada. So by increasing acceleration rate should be enough.

                  Ogre: it has the most powerful booster right now, if increased in this area, players might need to close it earlier in some tracks.

                  Cornering performance increase:
                  Garland: as a beginner’s choice, its cornering is too strict for players, made most beginners would rather choose Issuxark-R (the best cornering performance right now) or Asurada (overpowered performance can fix many mistakes). Many players I knew says Garland only loses in two places, straight line and corner. I would suggest to increase its cornering to a level that is a bit weaker than Issuxark-R, made them both the cars for beginners (Garland is better in straight and Issuxark-R is better in corner)

                  HP-022M: compares to HP-022J, it is slightly weaker in every area. So for adding some characteristics, maybe we can increase its A mode cornering that make it can deal with all of the high speed corners easily.

                  Issuxark-S: as a drifting choice, unstable should be part of its risk. But right now, its is paying too much. So maybe we should consider lower its sliding deceleration rate, make players can try to catch up with others a bit easier.

                  >>Sera Gallagher’s Issuxark:

                  >Matte red… Good!

                  Can’t wait to her soon, or even in patch V (I know I’m asking too much if it’s patch V)

                  >>Is there any possibility to bring the old HP-022(the early version in this game, which seems more like Franz’s style) back?

                  >The old HP-022 color is a bug…

                  Consider Franz is always using the car left by Jack, then what about the color Jack used in the previous season – Gold? It also fits the idea of this team – being shiny. It can be the slowest HP-022 in a straight line, but the best in corners. I think many players will be interested in a cornering beast with transfer system.

                  P.S. Is it possible to see the new track (Parana Circuit) in patch V? We have seen it on the ranking page for a long time. And it hard to be how to be patient if it’s so close to us, just like a man saw a beauty.

                  Kind regards,

                  IcyStriker

                • #160 返信
                  SUPPORT

                    Dear IcyStriker,

                    >The reason of including Japanese is I’m trying respect you. That’s my Japanese teacher teaches me.

                    OK.Thank you!
                    We understood.

                    >At the current situation, if you want to keep Asurada as it is right now, then you should >consider buffing other vehicle’s acceleration or booster by around 5 to 15%

                    We will adjust acceleration and boost for each machine with your opinion.

                    >>Sera Gallagher’s Issuxark:
                    >Can’t wait to her soon, or even in patch V (I know I’m asking too much if it’s patch V)
                    >P.S. Is it possible to see the new track (Parana Circuit) in patch V? We have seen it on the ranking page for a long time. And it hard to be how to be patient if it’s so close to us, just like a man saw a beauty.

                    Rev.V will be released soon.
                    Rev.V have only new courses addition, but the new courses is fun.

                    Thank you!

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