Assetto corsa coming to PS4 and Xbox one

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AI cars are a lot heavier than the players' car and they push you away if you are in their way.
I'm pretty sure they all weigh the same. On PC I can usually run a whole 15 lap race without getting bumped. If I stick to my line and don't brake too early then I'm usually golden.

It used to be the opposite. In the early builds I got bumped all the time and it was pretty annoing. Bot not any more.
 
The day 1 patch was available two days ago on Xbox. It didn't change anything performance wise. Look at my videos. Thereare moments when the game runs okay. Not good or great. Just okay.

Overall the performance is terrible and the problems directly affect gameplay.

I can also confirm that the AI isn't great. It's comparable to Dirt Rally. AI cars are a lot heavier than the players' car and they push you away if you are in their way.

I play a ton of racing games and I'm sorry but I don't think Assetto Corsa is the holy grail of racing sims. At least not on Xbox One.
At this moment on X1 it's not, but i think it has the potential to be in the future.
 
I'm not trying to defend the game as it has its problems but that review was very bad, the reviewer fails to understand the audience its going for. Its like saying Arma 3 is a bad game because guns are harder to use compared to call of duty and you dont get instant points and killstreaks for killing people. Oh well nothing I can do about it.

A lot of the better reviews are also useless. Like those Italian 9 and 10 out of 10 scores.
Its all them italians losing their minds that an italian game has come out while the game to be fair is more then 100times better on pc because any problem is solved by the modding community and expectations are very different. To the pc sim racers it has been fantastic but the very things we praise are the things console users detest. On the other end of the spectrum its like when these japanese devs come to pc and miss out things like graphics settings, the first experience is rarely successful.
 
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It's not useless - many people are not familiar with racing sims. For them it's a 5/10 video game.

No custom online lobbies is a joke though.

Kunos might have great physics engine but are not very good at this "video game" thing.
 
I'm not trying to defend the game as it has its problems but that review was very bad, the reviewer fails to understand the audience its going for. Its like saying Arma 3 is a bad game because guns are harder to use compared to call of duty and you dont get instant points and killstreaks for killing people. Oh well nothing I can do about it.
Arma didn't do great though. The reviewer is doing what he gets paid to do, reviewing against the criteria set by his website/ideals.

A review is a personal opinion and I think in general video games are too big for reviews to accomodate for every sub-set audience. For example; The Wonderful 101 is probably the best game I've played in the past 5 years, yet it is sub 70s on metacritic. This doesn't bother me because I know from a wide-angled ' game perspective' it doesn't tick a lot of boxes. No tutorial to a complex game engine (similar to Assetto, actually...), insane difficulty from the offset and average visuals.

When it comes to complains about standard game design, you'll know if what they are saying bothers you, what I would say is that don't let an arbirtary number put you off the game if you don't find the flaws a big deal or even flaws at all. There's plenty of people on this sub that clearly know how good Assetto can be for them. Don't let your average reviewer turn you off a game if what you're hearing from fellow sim fans seems to tick all the boxes for you. Warts and all.
 
I'm pretty sure they all weigh the same. On PC I can usually run a whole 15 lap race without getting bumped. If I stick to my line and don't brake too early then I'm usually golden.

It used to be the opposite. In the early builds I got bumped all the time and it was pretty annoing. Bot not any more.

Unfortunately I can't say anything about the PC version because I haven't played it. However the ACG review says that the PC version is a lot better.
 
It's not useless - many people are not familiar with racing sims. For them it's a 5/10 video game.

No custom online lobbies is a joke though.

Kunos might have great physics engine but are not very good at this "video game" thing.
Then don't review something your not qualifed to. If you don't understand something it can only be average at best?
 
The guy complains about what a good sim is as being to difficult. No sorry no balance there.
Perhaps the term 'difficult' is not just related to the driving engine though but how someone is supposed to get accustomed to that engine. Tutorials usually exist to introduce players to game mechanics and to get them up to speed with the driving experience. Unfortunately, not many people, digital or real-life, can be plonked into a supercar and drive it comfortably. On console, a new audience can be tapped and some new fans of the sim genre can still be created. Throwing them onto a random track and car with no training or worthwhile aids isn't going to do any favors in learning how to drive.

It's why we even take lessons in real-life!

Obviously I haven't played Assetto, so those who can call me out but what I'm getting at is that difficulty can come from naivety. There's no way to learn Assetto but to spend tens/hundreds of hours getting accustomed to it's engine. Outside of sim racers, not many are going to do that with the level of reward/teaching you can get from the game.
 
The guy complains about what a good sim is as being to difficult. No sorry no balance there.

Perhaps the wrong choice of word, 'qualified,' but you have a point, for a recognised video game website, you should be professional and review the game based on what it's objective is, rather than how you find it with little experience.
e.g: 'This game is really hard, perhaps I should review this as I'm not getting the best out of it' rather than, 'This game is really hard, that must mean it isn't good.'
 
What about not relying so much on reviewers and empowering their opinions? The big names in the gaming press almost never give out poor scores to AAA games no matter how buggy they are at launch. I suppose it's how they can uphold good relationships to the developers and continue thriving on everything this entails for them as influential members of the gaming press. Let's see, that particular website reviewing AC is called Push Square. I wouldn't be surprised if they have an agenda to make Playstation first-party titles appear superior to those coming from multi-platform developers. Just wait for their GT Sport review.
 
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Kunos might have great physics engine but are not very good at this "video game" thing.
That's pretty much what I've been thinking all along, although "video game thing" is a perhaps a bit vague. They've got the physics and FFB nailed (IMO) but anyone expecting a whole lot more in terms of "video-gameyness" (career for example) is going to be disappointed I'm afraid. But then again, Aris stated a long time ago that physics and FFB are "our main selling points" so that should tell people something about who the main target audience is.

Then don't review something your not qualifed to. If you don't understand something it can only be average at best?
Well, it is a video game released on console and as such everyone is free to state their opinion about it. It's really up to the audience to decide whether the review is of any use to them.
 
People can complain about how certain reviews are "missing the point" all they'd like, but the fact of the matter is that for the game to succeed on consoles*, it's going to have to impress the casuals. It's going to have to be a good game. No matter how good the physics engine is, if it can't hook and keep regular players, it's unlikely to be a massive success.

The folks that are already fans don't really need to be impressed by it. I also wonder how many of them will really buy the "inferior" console version if they've already got the PC one all tinkered to their personal desires.

I'm completely unsurprised by the elitist attitude some in here are showing towards controller players, and I maintain that's one of the worst aspects of the sim-racing community. Is playing with a wheel more enjoyable/immersive? Yep, absolutely. But the controller folks are still the majority on consoles, and personally, I'd much rather a game be approachable on a pad to encourage casuals to get involved from the beginning. It's certainly a better approach than simply making a game that's predominantly designed around a full on rig setup: you're more likely to get people enjoying themselves and then deciding to upgrade to a more realistic setup. You attract more bees with honey than vinegar...

Our review will probably show up around the time of the North American launch — I've not had as much time with the game as I would like.

* - Succeed being a relative term: we have no idea what Kunos/505's goals are in terms of sales numbers and revenue.
 
All opinions count. It's people's ability to see through it that matters.
:bowdown: Nice one.

People can complain about how certain reviews are "missing the point" all they'd like, but the fact of the matter is that for the game to succeed on consoles*, it's going to have to impress the casuals. It's going to have to be a good game. No matter how good the physics engine is, if it can't hook and keep regular players, it's unlikely to be a massive success.

The folks that are already fans don't really need to be impressed by it. I also wonder how many of them will really buy the "inferior" console version if they've already got the PC one all tinkered to their personal desires.

I'm completely unsurprised by the elitist attitude some in here are showing towards controller players, and I maintain that's one of the worst aspects of the sim-racing community. Is playing with a wheel more enjoyable/immersive? Yep, absolutely. But the controller folks are still the majority on consoles, and personally, I'd much rather a game be approachable on a pad to encourage casuals to get involved from the beginning. It's certainly a better approach than simply making a game that's predominantly designed around a full on rig setup: you're more likely to get people enjoying themselves and then deciding to upgrade to a more realistic setup. You attract more bees with honey than vinegar...

Our review will probably show up around the time of the North American launch — I've not had as much time with the game as I would like.

* - Succeed being a relative term: we have no idea what Kunos/505's goals are in terms of sales numbers and revenue.
Thing is that many have already reported that the pad works good on AC. He's just complaining how hard it is for him to control the cars. This contradicts statements from here of many people that are satisfied with it.

Also i agree he is focusing too much on the 'game' aspect, and is clearly missing the point that this is a driving/ racing sim above all. Scoring it 5/10 just for that and that he has a hard time controlling the cars is a bit ridiculous.
 
Perhaps the term 'difficult' is not just related to the driving engine though but how someone is supposed to get accustomed to that engine. Tutorials usually exist to introduce players to game mechanics and to get them up to speed with the driving experience. Unfortunately, not many people, digital or real-life, can be plonked into a supercar and drive it comfortably. On console, a new audience can be tapped and some new fans of the sim genre can still be created. Throwing them onto a random track and car with no training or worthwhile aids isn't going to do any favors in learning how to drive.

As as far as I'm aware there are not any tutorials within any racing sim? when tens/hundreds of hours getting accustomed to a sim racing have been spent I think you become qualified to judge/review the product fully.
 
People can complain about how certain reviews are "missing the point" all they'd like, but the fact of the matter is that for the game to succeed on consoles*, it's going to have to impress the casuals. It's going to have to be a good game. No matter how good the physics engine is, if it can't hook and keep regular players, it's unlikely to be a massive success.

The folks that are already fans don't really need to be impressed by it. I also wonder how many of them will really buy the "inferior" console version if they've already got the PC one all tinkered to their personal desires.

I'm completely unsurprised by the elitist attitude some in here are showing towards controller players, and I maintain that's one of the worst aspects of the sim-racing community. Is playing with a wheel more enjoyable/immersive? Yep, absolutely. But the controller folks are still the majority on consoles, and personally, I'd much rather a game be approachable on a pad to encourage casuals to get involved from the beginning. It's certainly a better approach than simply making a game that's predominantly designed around a full on rig setup: you're more likely to get people enjoying themselves and then deciding to upgrade to a more realistic setup. You attract more bees with honey than vinegar...

Our review will probably show up around the time of the North American launch — I've not had as much time with the game as I would like.

* - Succeed being a relative term: we have no idea what Kunos/505's goals are in terms of sales numbers and revenue.
I don't think Kunos is going after the casual or new to racing player. Their target audience is GT and Forza players, so not having tutorials and such isn't really needed for that audience. They are after the hardcore console sim racers.
 
If you use a pad you don't get to experience the ffb a key feature that wheel users have reported to be awesome.
If your software can't be experienced properly with a pad, then don't release it on a platform which is predominantly populated by pad users. Especially if you market your game as being the definitive racing simulator or something similar.

This applied to PCARS (never got a good pad setting with that, ever) and it applies to AC as well (which, I must say handles pretty well and is still very much fun with a controller on PC, though that experience might not transfer to console very well).
 
Kunos...are not very good at this "video game" thing.

Was never their goal to make a "video game". They wanted to bring a proper sim to console players and stand out from the other games by not being a "game".

There's no way to learn Assetto but to spend tens/hundreds of hours getting accustomed to it's engine. Outside of sim racers, not many are going to do that with the level of reward/teaching you can get from the game.

I believe that's kind of the point, their target is sim racers that are stuck on consoles and I think once the launch bugs are worked out sim racers will find plenty to enjoy. They want the people who are willing to put in hours learning and enjoying the nuances, they've even said as much (see below). If they had made something casual and easy they would have ended up with a GT/Forza clone that has a fraction of the content and nobody wants that, they're intention is to stand out by being different from those games and I think they've always know they're targeting a pretty small audience with such an approach.

Here's an "open letter" from one of the devs (Aris) that explains their goal and the kind of players they want to target. http://www.assettocorsa.net/forum/i...-to-the-community-this-time-from-a-dev.25835/

Here's the text for people without access to the forum:

Hello guys.
I was reading the forum this weekend, between work for the next hotfix, and at some point I got hit by a, not so gratifying, realization.

First of all, let me start by thanking all of you for being so active in AC and in our forums. Thank you for the bugs reporting and thank you for the features request. Yes I know some of you might think I just got crazy, looking at all the features requests that this forum is full with, but let's be honest. It is also your contributions and activity that keep us pushing, so yeah it's all part of the game and when we are not mad with you for asking so many features, we really like you :D

But...
AC is a driving simulator. Yes I know, you want a thousand more features for multiplayer and a thousand more fixes for AI so that you can race. I accept that. We are working on it. Please don't abuse me about it on this thread and let all the above out of it.

But...
It is a driving sim. If you bought it and you're using it and you like it (you are free to not like it of course) it is because you like cars... and driving. We do too and believe me, we go into a great deal to make the driving as good as possible. Laser scan tracks (yeah yeah ok, zandvoort is not LS), highly detailed and accurate driving model, officially licensed cars and so on...

So...
Where are the driving threads? Where are the circuit hints and tips and line discussion threads? Where are the car setup and car handling and driving technique threads?

Let me explain what I mean one thing at a time.
Circuits.
After iRacing (all hail Lord Kaemmer he deserves it, like it or not), AC is the second sim to have almost (yeah,yeah..) of its circuits laser scanned.
Before iR you could drive on a circuit and take almost any turn in the most classical way. Wide on turn in, apex, wide turn out. Do the widest arc, change the apex position depending what follows, that was it. With iR and AC now, you got all the little cambers changes and elevation changes and bump details that we didn't had before. And yet, nobody is talking about each circuit little secrets. Just to make an example, I haven't saw any discussions about how you need to stay in the middle of the track width on the turn in of Vallelunga's "Semaforo" curve or the early double apex you need to take at "Campagnano"... In real life, people go to those turns and look who is driving the track for the first time and who knows the "secrets" just by looking at their lines.
There are tons of other secrets on all the other circuits. Heck we even did a partnership with RSR Nurburg so that we could take their thousands laps knowledge of the Nordschleife and put the correct braking, turn in and apex points that real drivers use on the real track...

Cars.
There are thousands of people out there that still do not know that you should lower the pressure of the road tyres and even more on the semislick tyres to make the road car behave better on the circuits. They do not know they should use as much camber as possible at the front of the road cars... it is limited anyway, so everylittle helps.
I see no setup specific discussions on the race cars. Even interesting features we put in, like the fact that you need to "break in" the soft tyres in GT3 cars, are being reported as bugs usually, because "my car must be perfect anytime, every time, all the time".
Where are the discussions about long distance testing with a mercedes C9 for example? Which turbo boost is better to use to save fuel and tyres but have the best performance?
I see lot's of discussion about which conditions are "more realistic" because aliens are 3 secs faster than the real life or whatever.
I say **** it! I don't care about that, put it on whatever conditions you like, but let me know about the line and why you choose that setup instead of another and how you do that turn in that condition. Talk about driving you know!

I could go on forever... Someone will probably think I'm getting old and/or frustrated by work so I just want to rant about something else. But to be honest I'm not, and I'm not surprised the situation is like it is, because I've been through all this since 1998. I've been league admin, big forum admin, made mods, made a blog, even made a wikipedia about car setups and handling (something is still saved here I think http://flyingpigpedia.wikifoundry.com ) and I know by experience that people have little interest on their actual passion and seem to enjoy more complaining and asking for extra stuff.
But I'm still curious to understand why and willing to risk my face on it and ask people to do differently.

So, please don't stop asking for more, don't stop criticizing the bugs and our work. Continue doing it. It's normal, it's needed, we -almost- like it... :D

But please discuss more of the passion of driving. I think it will make this place better for everybody.
 
As as far as I'm aware there are not any tutorials within any racing sim? when tens/hundreds of hours getting accustomed to a sim racing have been spent I think you become qualified to judge/review the product fully.
Just because it's the norm does not make it the ideal standard. Most racing games have a dynamic racing line at least, something AC does not.

@BrandonW77 - Fair enough, I do agree with your point but the idea that regular reviewers shouldn't review it as a game is nonsense. Casuals make up a larger section of the gaming market than sim racers do. If anything, these reviews are more telling on the overall reception than what a fellow sim fan thinks.
 
If your software can't be experienced properly with a pad, then don't release it on a platform which is predominantly populated by pad users. Especially if you market your game as being the definitive racing simulator or something similar.

This applied to PCARS (never got a good pad setting with that, ever) and it applies to AC as well (which, I must say handles pretty well and is still very much fun with a controller on PC, though that experience might not transfer to console very well).

Do you feel ffb with a pad?
 
Just because it's the norm does not make it the ideal standard. Most racing games have a dynamic racing line at least, something AC does not.

@BrandonW77 - Fair enough, I do agree with your point but the idea that regular reviewers shouldn't review it as a game is nonsense. Casuals make up a larger section of the gaming market than sim racers do. If anything, these reviews are more telling on the overall reception than what a fellow sim fan thinks.

No racing line?
 
No racing line?
Dynamic racing line, one that differs depending on which car you drive. From what I can gather (please correct me if I'm wrong), AC on console has a standard line that doesn't differ if you're driving a Fiat or a Ferrari.
 
Just because it's the norm does not make it the ideal standard. Most racing games have a dynamic racing line at least, something AC does not.

@BrandonW77 - Fair enough, I do agree with your point but the idea that regular reviewers shouldn't review it as a game is nonsense. Casuals make up a larger section of the gaming market than sim racers do. If anything, these reviews are more telling on the overall reception than what a fellow sim fan thinks.
Was not intended to cater to the casual player. It is targeted at the hardcore console sim racer.
 
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