If by "the game" you mean Gran Turismo 6, no. I don't have a modded PS3. I'm observing the behaviour of the game as I play it.
Play is what I meant. I had no idea whether you actually played this game or simply got your thrills by hassling me.
Are you reading what I'm saying?
You are obviously not read what I am saying. Sliders are a cool feature. I love adjustable difficulty. I think they are, as the kids say, DA BOMB.
I am just saying it isn't going to fix
this game that we are discussing because of how the system works.
Of course I am. Btw, I spend my career designing console video game. For the last for years, I have specialized in fixing other peoples messed up games.
It's just my opinion, that sliders won't work. Just my professional opinion.
Modded GT5's reveal that when you increased the difficult (the hidden sliders that exist) the game just picked higher PP cars relative to you. I have no reason to believe that system has been supplanted by something else.
So, I will express my opinion again that difficult sliders will not work to fix this game. If everyone cries for them, they will get added, but they will not fix the game and everyone will still be upset at the experience.
No, it hasn't. Yes, it is.
https://www.gtplanet.net/forum/threads/ai-slow-down-to-let-you-win.292661/
Read some of the stuff in here. If you think that they've changed it in a recent patch, you'll need to establish that on your own.
I remember there being a HORRIBLE rubber band effect when this game came out. it was one of the worst I have ever seen.
I didn't see it last night after several hours of testing.
I can't say why. Maybe I just didn't trigger it right, maybe it's gone.
I'm not flaming you, you're just wrong.
If you want to convince anyone, you're going to have to provide some proof. There's lots of videos of AI backing off to let the player past, and timings of the AI slowing down until the player gets in front then suddenly finding ten seconds a lap.
That's rubber banding, the AI has a simply enormous range of potential speeds that it can use to attempt to allow the player to win while trying to disguise that it's done so. GT has no other method of altering the AI pace.
Other games may vary the speed of the car according to the player's position, but the effect is trivially small compared to the effect of the difficulty settings that the games provide, hence the AI behaviour in those games is not dominated by the rubber band effect.
Again, it was there in other versions. Maybe it has been toned down. I don't want to talk about what is and what is not rubber band AI anymore. What you are all despise is bad rubber band, which everyone hates. Good rubber band is invisible and relies on more than just the player car. That video above is how NOT to do rubber band. You can keep telling me that I don't know what I am talking about.
Given what I know about the GT system, here is what I would suggest gets done.
Invest some time in race set up. GT1 had better race set up than GT6. Heck they even had qualifying. Maybe the designers can have a look at that for inspiration.
Re-implement qualifying for SP, or randomize the start position.
Let the AI use your tunes when available (even your cars). They are currently using cars with no tune, traction control, and no oil change, so they are hamstrung from the start.
Implement a heat system based on race positions. That means that a car will press the pace the further they are from their assigned position. Then, randomly assign finishing positions to the field (I would spread it from 1st-6th). That should get them fighting for position. Let all AI use the B spec system to fight for those positions. The spread I mentioned (1st -6th) will mean several drivers who have a desire for 1st, several for 2nd, etc. This should create fighting through the field and a good variety of experiences.
If all that doesn't work, let the AI use boost as needed to match the player's pace. In my opinion though, those changes should cover it. Just my two cents.