#Cost for damages to others while in server
1 messages · Page 1 of 1 (latest)
Yes totally agree on this.
Makes ne wonder how is the collision function working.
Becauese sometime it looks like player's want to drive tru you.
Then you think it could be thy turned collision off.
But it was me who don't have it turnt off who was being wracked because of it
@acoustic aspen yes indeed like that
Some people need to learn how to drive
Like why did bro come up the inside when there was a lane open,
@lapis axle Could this be in the future?
Of T&LS
The issue is that gets complicated. How does the game know who is at fault? If 2 players collide who is to blame. Players would get mad if they have to pay for something they didn’t do. We will look into it but this is a complex system
Think this is achievable though if vehicle 1 is traveling faster than vehicle 2 on an x,y and z coordinate in 3rd space motion detection. That's how investigations work for reconstruction of an accident not to mention the black boxes in vehicles that record data of the event for playback. Maybe have something like that in where it auto records an event to where the player can choose to send the clip to the server for investigations?
Problem with that his some one could over take you pull put in front of you and slam on the brakes forcing you into the back of them. The one that brake checked you will then be travelling slower and therefore the person doing nothing wrong would get penalised.
Well, that's where the collision event recording (an interior dashcam) wound come into play to get those points back and apply and 1 day server ban plus put points on the offender on the brake checker. I have to admit that the possibilities are ending, it's just the dev want to add in the game to get the recognition they deserve for applying a great cross-platform game that everyone worldwide can enjoy.
Or have the option in the menu to have 'record last min or 30 seconds' and then you could file and 'insurance claim' to get money for the damages
I like that idea, but doubt if the current ecosystem would support that under Unity.
I doubted that this would work under unity but hey it worked
How is that?