#Hidden stats

5 messages · Page 1 of 1 (latest)

cerulean warren
#

Do you have any recommendation on how to improve the system? I do get your frustration and it´s a hard way to learn these seemingly invisible factors. However, I see some challenges here:

First off, you want an intriguing experience in the game. There are light cars, who quickly launch, but due to limited horse power have poor acceleration once they got going. Heavy cars with huge engines, might struggle to get off the line, but then just keep pushing on with their immense power. So generally, it makes sense to have such a behaviour in game. Depending on your car´s overall statistics like horsepower, torque, weight. tyres, gearbox and stuff, you will end up with different specs regarding topspeed and acceleration at different speeds.

So how do you condense this in a way that makes it accessible to players?
Currently they went the path of giving little information. You get 0-60 and topspeed (also in the card, there´s horsepower, torque, weight). You can achieve a good 0-60 with superb off the line acceleration and poor acceleration beyond that, or you can have a poor start with insane acceleration afterwards. So even on the quarter mile you lose with lower 0-60 because often cars go to 120 until then and this track depends on mileage covered and not topspeed.
For the 0-60mph track this value will tell you (in dry asphalt conditions) up front which car will win. So depending what track you are on, different aspects and stats of a car become more or less important. You could add MRA (mid-range-acceleration) and HRA (high-range-acceleration) stats to more granuarly help players understand when exactly the car has strong or weak acceleration. You might even give people the full curve and they triangulate for the area they are interested in. You can make it infinitely more complex the more information you share.

#

I assume (and that´s just personal opinion) that they try to make the game accessible to new players by not throwing 50 stats at them which influence the outcome of the race. You will know by yourself that you can get quickly demotivated if you´re drowned by too much detail when just starting out on something new. A lot of these intangible, unshared factors you learn by racing and getting a grip of which car is good at what.
But, I do agree that they could improve on giving more insights into car stats in a detailed view like the backside of the card. However, even with this information available, you would likely have to use your chrome page, as often fragments of a second make a difference which you cannot evaluate by the pure stats.

turbid dirge
#

Hp/torque have no effect on the cars performance in this game by the way, purely aesthetic stats

hybrid wraith