New Cycling Game Project
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Matthew21rp |
Posted on 19-02-2014 21:05
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Domestique
Posts: 444
Joined: 07-10-2011
PCM$: 200.00
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It has probably been said already, but I think there should be more crashes in 3D races than in PCM to make it more realistic. |
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T-Photon |
Posted on 19-02-2014 21:14
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Domestique
Posts: 437
Joined: 13-02-2007
PCM$: 200.00
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Matthew21rp wrote:
It has probably been said already, but I think there should be more crashes in 3D races than in PCM to make it more realistic.
I share that wish guys crashes and especially mass crashes are way to rare in 3D races. Cyanides reason for this is that they are affraid to piss players off because their greatest rider crashed and has to widthdraw from a race. This leads to frustration for the player.
That said i prefer realism and some player frustration above the approach cyanide has
so expect a lot of crashes in sprints and cobble races
Follow our development team:
https://darkshiftstudios.com/
https://forum.darkshiftstudios.com/
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Atlantius |
Posted on 19-02-2014 21:21
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Team Leader
Posts: 6795
Joined: 21-07-2010
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I'm pretty sure some of the old games had a stat determining how good riders were to avoid crashing and moving through the peloton (agility you could say).
Stats like that (two would probably be best) would help make things more realistic as e.g. some sprinters are very fast in small groups because they can't get themselves positioned properly in a big group (e.g. Mørkøv) and some GC riders are more likely to be badly placed in the peloton risking to get caught behind if the peloton cracks.
Similarly guys like Gesink and Schleck's are much more prone to crashing than some others, which would be a nice input for realism as well.
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CrueTrue |
Posted on 19-02-2014 21:45
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Tour de France Champion
Posts: 29989
Joined: 20-10-2006
PCM$: 200.00
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Atlantius wrote:
I'm pretty sure some of the old games had a stat determining how good riders were to avoid crashing and moving through the peloton (agility you could say).
Considering the fact that the riders could just move right through each other (objects weren't solid), there isn't really any reason why a stat like that would have been in (and I'm pretty sure it never has ). |
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roturn |
Posted on 19-02-2014 21:51
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Team Manager
Posts: 22246
Joined: 24-11-2007
PCM$: 3900.00
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There was indeed a stat in CYM4 or so imo.
Björn Schröder was useless at Wiesenhof. But he was pretty awesome in that "avoid crash" stat. Not sure what it was named. |
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CrueTrue |
Posted on 19-02-2014 22:00
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Tour de France Champion
Posts: 29989
Joined: 20-10-2006
PCM$: 200.00
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Damn it. I played that game so much and yet don't remember the details Just checked, and yes, there's a stat called 'agility. In Ruben's DB from back then, Zülle is rated worst along with Moreau, Valverde, Julich, Leipheimer (and many other riders...).
In top? Gadret. And among the best, Michael Rasmussen.
Not sure I really get it |
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T-Photon |
Posted on 19-02-2014 22:20
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Domestique
Posts: 437
Joined: 13-02-2007
PCM$: 200.00
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You are getting old CrueTrue
Follow our development team:
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https://forum.darkshiftstudios.com/
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Ad Bot |
Posted on 25-11-2024 03:21
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Rin |
Posted on 19-02-2014 22:28
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Small Tour Specialist
Posts: 2748
Joined: 14-04-2008
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Well Rasmussen wasn't back then (ok it was 2005 and not 2004) that good in avoiding crashes on TT bikes.
Team Bianchi - 2012 Man-Game ProContinental Tour Champions
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mpardo |
Posted on 19-02-2014 22:33
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Sprinter
Posts: 1738
Joined: 06-09-2011
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T-Photon wrote:
Matthew21rp wrote:
It has probably been said already, but I think there should be more crashes in 3D races than in PCM to make it more realistic.
I share that wish guys crashes and especially mass crashes are way to rare in 3D races. Cyanides reason for this is that they are affraid to piss players off because their greatest rider crashed and has to widthdraw from a race. This leads to frustration for the player.
That said i prefer realism and some player frustration above the approach cyanide has
so expect a lot of crashes in sprints and cobble races
Actually, there are many games out there that use sliders or different settings to control those things. You could always have the option to adjust the probability of crashes, puntures...
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T-Photon |
Posted on 20-02-2014 02:29
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Domestique
Posts: 437
Joined: 13-02-2007
PCM$: 200.00
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@mpardo: actually that slider suggestion is not a bad idea i might look into doing that.
Follow our development team:
https://darkshiftstudios.com/
https://forum.darkshiftstudios.com/
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andy4ever |
Posted on 20-02-2014 19:50
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Under 23
Posts: 59
Joined: 10-02-2011
PCM$: 200.00
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I don't know if you can do anything about this, but I tried playing career in PCM for the first time in several months yesterday, and stopped playing after a short while because it takes so long to get important events. 50% of the game is pressing next day. Of course, the DB size makes the wait longer, but maybe a system that makes it possible to simulate races faster (the ones your team isn't participating in) would be amazing. Don't know if it's just me, but if others have that problem, it would be amazing if you could work on it |
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547984 |
Posted on 20-02-2014 20:35
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Grand Tour Specialist
Posts: 5008
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The PCM sim engine's already bad enough, trying to reduce the amount of computations will get you Kittel winning the Tour and Quintana winning a flat ITT and stuff
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NTTHRASH |
Posted on 20-02-2014 20:38
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Classics Specialist
Posts: 3192
Joined: 09-09-2012
PCM$: 3540.00
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547984 wrote:
The PCM sim engine's already bad enough, trying to reduce the amount of computations will get you Kittel winning the Tour and Quintana winning a flat ITT and stuff
I agree. If anything, the simulation needs to be more efficient, not take less time.
"America. Show a nipple on television and the whole country goes ape-shit." -DubbelDekker
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T-Photon |
Posted on 20-02-2014 21:39
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Domestique
Posts: 437
Joined: 13-02-2007
PCM$: 200.00
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The simulation aspect is something i will look at very soon so i will keep everyones opinion in mind
we want an efficient and fast simulation - realism takes priority but their should be options for faster playthroughs
Follow our development team:
https://darkshiftstudios.com/
https://forum.darkshiftstudios.com/
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sammyt93 |
Posted on 20-02-2014 22:15
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Classics Specialist
Posts: 3634
Joined: 03-07-2012
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tbh I think most of why it seems to take forever is because you get parts of the season where you've got a week without racing and theirs alot of racing going on elsewhere, while on PCM you've not really got anything to do during that week when you are just simming through the days.
I doubt it's that much longer per day then games like football manager, it just seems it because there's not much to do between races because the management aspect is so lacking.
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Dippofix |
Posted on 20-02-2014 22:39
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Classics Specialist
Posts: 3906
Joined: 29-01-2013
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A system to sim forward weeks or months would be nice, without getting e-mails about some shitty rider getting a cold and stopping the sim.
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sammyt93 |
Posted on 20-02-2014 23:10
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Classics Specialist
Posts: 3634
Joined: 03-07-2012
PCM$: 300.00
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Dippofix wrote:
A system to sim forward weeks or months would be nice, without getting e-mails about some shitty rider getting a cold and stopping the sim.
or at least message should be grouped by type so you can filter what kind stop teh sim, similar to how they are grouped by type on football manager, then how the must respond ones and any notes you make will stop the sim.
in terms of groups I was thinking you could sort it by; physio reports*, negotiations with sponsors, negotiations with your riders over contract extentions, negotiations with transfer targets, scout reports**, trainer reports***, messages from your linked team****, staff negotiations, staff recommendations. some of these should be grouped, f.e. turn off all messages from staff,
* with the option to seperate new injuries from those back from injury, maybe including the option of having a monthly report on when riders are expected back, possibly including their thoughts on who they should priortise recovery of if they can still only focus on one guy each. e.g. should they focus on the star that's they could get back in 2 months or the domestique they could get back in 2 weeks.
** these should be a thing. Instead of having to check the scouting page your scouts should let you know if they find a young rider, give you an inital assesment, and ask if you want them scouted further, then they give reports every 2 weeks on any stats they've uncovered on rider's you've asked them to track. could be that you can either send them to a nation where tehy uncover stats of tracked riders slower or to a specific region where they find less riders but uncover stats quicker. with the best strategy being to send them to a country until they find someone you like the look of then send them to that region to find out about them quicker, and scouts would be able to work together, e.g. have one in germany finding new riders then you could send one to Bavaria to find out the individual riders stats quicker whilst the one in germany is still turning up new riders at the same rate.
*** could be a good idea to have your trainers report on how people are progressing compared to expectations, possible recommend switching their trainer to another one hired by the team or what they are training in.
**** if you include the option to have under 23 or development teams, it would work as messages from the young team or from the main team depending on which you are playing as. if from the young team then it would update you on the whole squad every 3 months and any riders you recommended them to sign every month, not sure what messages from the main team would be except for in transfers when they sign 1 or 2 riders for you, possibly to do with them taking over the contract of said riders at the end of a season but not realy sure what else, depends how it's set up.
Oh and obviously all staff would perform tasks better, faster and give more accurate opinions the better they are, e.g. better judgement all round, for trainer's that could be better judgement on how much they will progress that season.
sorry this post has ended up longer then I expected it to be when I started it.
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T-Photon |
Posted on 22-02-2014 20:28
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Domestique
Posts: 437
Joined: 13-02-2007
PCM$: 200.00
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No problem better to explain everything in detail so everyone can understand your point.
I will see what i can do, i want the game and AI to be very realistic so it will in return demand some processing power
That said i still think it should be possible to run everything smoothly and faster than PCM.
Follow our development team:
https://darkshiftstudios.com/
https://forum.darkshiftstudios.com/
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TheManxMissile |
Posted on 22-02-2014 20:29
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Tour de France Champion
Posts: 18187
Joined: 12-05-2012
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Dippofix wrote:
A system to sim forward weeks or months would be nice, without getting e-mails about some shitty rider getting a cold and stopping the sim.
Basically "Sim without interruption" should not interrupt you... Has anyone every mentioned this to cyanide or is it just bad translation?
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T-Photon |
Posted on 22-02-2014 20:32
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Domestique
Posts: 437
Joined: 13-02-2007
PCM$: 200.00
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TheManxMissile wrote:
Dippofix wrote:
A system to sim forward weeks or months would be nice, without getting e-mails about some shitty rider getting a cold and stopping the sim.
Basically "Sim without interruption" should not interrupt you... Has anyone every mentioned this to cyanide or is it just bad translation?
Let me explain cyanides logic:
- Creating sim without interuptions ->
- AI need to make decisions for the player ->
- We need to evolve an AI that already have no clue what to do with ->
Conclusion: "too much work lets just ignore the suggestion"
Follow our development team:
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