Need For Speed Heat - General Discussion

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I mean, with all the character-specific cars throughout the series, as well as other special vehicles like the NFS2015 community Porsche, I could see there being a Need for Speed that's similar to Ace Combat Infinity.
 
Need for Speed has normally been the only game I usually touch by EA nowadays and I don’t think ghost games are bad developers. Clearly they are trying to give the fans what they all want. A need for speed game with car customization similar to the underground days of the series and I respect that. However the news about the new GM is destroying all hopes that I have for NFS Heat.

Now yes, I do understand and agree that you should 100% totally do not expect EA to give you a GOTY worthy game here in 2019. As much as I like what Ghost Games are trying to achieve here with NFS but can’t because of EA limiting their full potential, I think it’s time that they just pull a Bungie and leave EA and hopefully find another publisher who aren’t money hungry to let them do whatever they like. Maybe someone with the likes of THQ Nordic. Matter of fact, could you imagine after Ghost Games ditches EA, Nordic acquires Ghost and Ghost Games would go on to develop a reboot of the juiced series?
 
Ghost is a EA studio so they can't really pull a Bungie. Plus the game production side in Europe is kinda dire right now with a few exceptions. Note, they hired this guy to fix the studios in Europe which took a hit in their recent games...which EA ruined before.
 
Ghost is a EA studio so they can't really pull a Bungie. Plus the game production side in Europe is kinda dire right now with a few exceptions. Note, they hired this guy to fix the studios in Europe which took a hit in their recent games...which EA ruined before.

Hasn’t DICE Sweden always been a bit sloppy? They’re best at sound design (and how!) and potentially particle effects, but everything else they do can get a bit shaky, especially their bugfixing. (Or rather, lack thereof.) I recall that Battlefield 4 was cleaned up by DICE Los Angeles.

I mean, if most revenue for EA is coming from FIFA, why not take that as a way to give some of their other IPs some wiggle room? Even if a future installments of NFS/Battlefield/etc. had a ton of revenue (via MTX or not) would it be worth trying to compete with FIFA (and Madden, etc.)?
 
Don’t know whom to give credits but here is an almost complete map. Is it bigger than in Payback? I don't know. But I do see a lot more roads on this one. Can't wait to explore it.
EDe1c-DW4AETCn6.png
 
I think that is a mock up based on what we shown during Gamescom week, the latest piece up of the map after Crowned's 2 hours video is this:
unknown.png


There are slightly more roads on some areas than the that mock up. The map size looks smaller than Payback but more dense.
 
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Under The Hood: Handling Model

Under the Hood is back and this time we’re driving deep into the Handling model in Need for Speed™ and how it has evolved for NFS Heat.

The handling model in the NFS series has always been aimed more towards an arcade style driving, with the exception of the Shift series.

At the core of the handling model has been the ability to pull off huge drifts at high speeds, while also battling with cops, outrunning your opponents and constantly having to avoid oncoming traffic.

One particular side effect of allowing vehicles to pull off drifts is that this also becomes the only way to negotiate corners if you want to set the fastest time on an event, which is of course not how real life racing works.

Even though this handling model has generally been received very well among a large part of our audience, at Ghost we have always felt there was room for improvement.

This was tackled in a number of ways for NFS Heat.

We’ve exposed more of the core handling system to allow players to build and modify their cars in more detail. This will allow a vehicle to have an asymmetric and 'non-optimal'(but fun to drive) handling set up. For example, having a powerful engine while still having stock tires or gearbox.

This also allows players to tune their cars away from the more balanced stock handling, which skilled players might find too easy and 'arcade', towards a more realistic grip handling or drift handling depending on which you prefer.

We have also worked with the drifting mechanic and especially the so called brake-to-drift mechanic side effect.

We wanted to allow experienced and dedicated players to be able to build a car, tuning it closer to real world expectations, and be able to beat someone who has left their car remain at stock handling. This meant that we have had to work with exposing and balancing everything from steering, differential, clutch, brake bias, all the way to the tire model itself.

Drifting has also been reworked to allow players to use the power of the engine to get the car into a drift or power slide. Simply stabbing the throttle while steering hard will make the tires lose enough grip to allow it to drift.

Tuning of the brake bias can also be done to allow the brakes to transfer weight to the front wheels, causing the rear wheels to loose grip and enter a drift. A third option to enter drift is to use the handbrake, which is preferably used in tighter corners and hairpins.

With the speeds while drifting severely reduced we have been hard at work as a team to improve the sense of speed. This is something that is usually hard to communicate in a video game due to the lack of forces acting on your body. Much like handling itself, sense of speed is something you experience and we are confident this is something that will come across when you hit the streets of Palm City later this year.

The Archetypes concept from NFS Payback has also been removed and with the above components exposed we transitioned into creating a new way of tuning the car.

In NFS Heat you can apply several parts in 3 distinct categories that change the handling performance: Suspension, Differential and Tires.

Each of these items will move the cars handling style towards either Race, Drift, Offroad or Road. More on all the other types of Performance Customization in the next Under The Hood, where we'll explain how the car needs to have a synergy between power (from the engine), grip (from the tires) and the gearbox to maximize the performance.

The type of drivetrain that the vehicles have will also affect how the vehicle drives and reacts to the different handling styles.

You can turn all types of vehicles into capable drift machines but the drift angles they can achieve and the manor in how you control them differ depending on which wheels are driven on the vehicles. It is possible to use all types of drivetrain for all types of events but they are suited differently to each individual style.

Race will increase the grip of the car and make the car corner better. Extreme levels of race tuning will make the car corner faster and better. Race is all about throttle and brake control, finding the perfect line around the corner without drifting.

Tuning the car towards Drift will make the car easier to enter drifts and allows the car to create much deeper and wider angles of drift. Extreme levels of Drift tuning will allow the car to enter into a drift just by steering - no ‘Clutch Kick’ or hand brake required.

We have evolved the drift mechanics to make use of the player's skill and control even further for drift builds with the addition of ‘Throttle-controlled Drift’. For the first time in NFS history, players can control the angle of the drift via the throttle.

If the throttle is pushed all the way down while in a drift it will cause the car to spin out. In order to maintain a perfect drift the player needs to feather the throttle (apply partial pressure). This opens up new levels of mastery to the drifting in NFS.

Offroad will make the car accelerate faster and corner better on rough terrain. Road will give the same advantages but on tarmac.

Race and Drift control the way the car handles. Offroad and Road controls on what surface you want to have an advantage.

We have tested and tuned a lot to get to where we are now. We wanted to have a Race handling style that is faster in corners, satisfying, and feels amazing while also creating a new way of initiating drift with multiple layers of mastery. We are really happy with the results and we hope that you will enjoy it too.

Tune in next time to hear about the new performance customization (no speed cards!), handling parts, exhaust tuning and engine swaps!

Link to Article
 
At the core of the handling model has been the ability to pull off huge drifts at high speeds, while also battling with cops, outrunning your opponents and constantly having to avoid oncoming traffic.

*looks at any and very game in the NFS franchise before HP2010, where grip was advised and slow in, fast out tactics were semi-viable*


Even though this handling model has generally been received very well among a large part of our audience, at Ghost we have always felt there was room for improvement.

Yeah, and I'm the pope. Tell me who these people were, because I'm fairly certain every person who knows a thing or two about racing games, and probably not a few reviewers, pointed out that handling in 2015, and to an extent Payback, was trash.

So much of this is just pretty thinly veiled PR speak for 'we're trying to make it better guise' and it doesn't fly anymore, especially when you consider that Ghost have had two prior kicks at the can to make something work. And until I get my hands on the game, as with many others I presume, this is simply just going to be empty words, and from what I've seen, it's still the same old crap brake to drift stuff that apparently passes the mustard at Ghost.
 
I can’t help but wonder how fake this is all gonna feel. They’re trying to make more “skillful” and “realistic” handling yet they’re still using the drift component from previous games.
 
So much of this is just pretty thinly veiled PR speak for 'we're trying to make it better guise' and it doesn't fly anymore, especially when you consider that Ghost have had two prior kicks at the can to make something work. And until I get my hands on the game, as with many others I presume, this is simply just going to be empty words,
So they are doing the same PR stuff that most developers does. Why in this case you're trying to make it sound like a bad thing? I get it. The handling was far from perfect. Did you expect a revolution this time? Should they stop giving any information about the game?
They are trying to improve the arcade handling.. how dare they. Apparently it's the easiest thing to make a good arcade handling model nowadays. I get it, they're just lazy and greedy.. They just want to make as much profit without spending a dollar. Because making a game like Heat is the easiest and cheapest thing to make.
People are trying so hard to make it look bad all the times that really make me laugh sometimes.
I read some article where the author tried to convince the readers not to buy it because of Macrotransactions aka DLC and the infamous Time-saver pack.
Maybe I should take a break from Internet and just wait for the game to come out.
 
Why in this case you're trying to make it sound like a bad thing?

Because why should I, or anyone else really, give Ghost the benefit of the doubt when they have consistently tried, since NFS 2015, to try and say that they're changing the handling model, but it's still the same brake to drift and crabwalking ****, just in different, reduced forms? It's obvious they do not, or cannot, knuckle down and either make the brake to drift physics better, or scrap the handling model all together and do something else.

My patience with Ghost and thr handling problems within their NFS games has worn thin, and from the gameplay I have seen, it looks more or less the same. Gussy it up with PR speak as much as you want, but if it's going to be the same, then all it is doing is kicking the can down the road and we'll still be having people reserved when the next NFS game comes out.

People are trying so hard to make it look bad all the times that really make me laugh sometimes.

Why do you think that is? When you come out with what can be politely described as one of the most disappointing big budget games of the generation, certainly one of the worst racing games of the generation, and follow that up with a marginally better game that unfortunately was one of the most visible boogeymen of the loot box / microtransaction hullabaloo, and a game that had the handling problems that it does have, and continues to have, then you're going to get a lot of criticism and skepticism surrounding the game.

I'm very instantly reminded of another user, who made this very forum his little fiefdom, and who bristled at legitimate, very sound criticisms of Payback with the same cry of 'people are trying too hard to hate the game!' and left when people correctly called him out on that terrible line of reasoning. Considering the state the NFS franchise is in, how balkanized the fanbases are, and the general antics of EA, why wouldn't there be criticisms?
 
I mean, if most revenue for EA is coming from FIFA, why not take that as a way to give some of their other IPs some wiggle room?

Simple: because that's not how big business - including AAA - works. Big business doesn't see a honking big pile of cash and think "that can feed this entire establishment for a year". Big business sees a honking big pile of cash and thinks "I wonder which one of our subsidiaries are underperforming today", which, perhaps slightly worryingly, is a standard business practice and the main reason why Mr. Ultimate Team being the new ringleader of anything EA's got going in Europe is concerning.

It's a bit like the scene from that one movie where the child sees a ginormous pile of gifts, asks how many there are and then throws a fit because it turns out there's less gifts than the year before.


Anyway, time to go to town on Ghosts second attempt at an r/murderedbywords submission:

One particular side effect of allowing vehicles to pull off drifts is that this also becomes the only way to negotiate corners if you want to set the fastest time on an event, which is of course not how real life racing works.

I'm also fairly certain it's not how drifting in any NFS game prior to Carbon works.

Even though this handling model has generally been received very well among a large part of our audience

Note to self: make an additional effort to steer clear of everything "hardcore NFS" for the next three weeks or risk even more serious brain damage than usual because somehow this will all turn out to be Criterion's fault for.. sabotaging Ghosts handling model and they haven't unsabotaged it for six years? How the- oh God I've started losing braincells already.

We wanted to allow experienced and dedicated players to be able to build a car, tuning it closer to real world expectations, and be able to beat someone who has left their car remain at stock handling.

..so they've decided to solve one problem by creating the exact inverse of that problem? You know what, sure, that probably makes sense to somebody.

Drifting has also been reworked to allow players to use the power of the engine to get the car into a drift or power slide. Simply stabbing the throttle while steering hard will make the tires lose enough grip to allow it to drift.

..I have just one question about this: is that also how it works for front wheel drive? Because judging by how they've been droning on about "muh realistic handling" by this point, I'd be.. well, disappointed, but not really surprised, if that's also how front wheel drive works.

A third option to enter drift is to use the handbrake, which is preferably used in tighter corners and hairpins.

So the handbrake works in exactly the same way as it's also done in the last few games and the everything in general? Coolio. Exactly what does this statement add to the anything?

The Archetypes concept from NFS Payback has also been removed and with the above components exposed we transitioned into creating a new way of tuning the car.

In NFS Heat you can apply several parts in 3 distinct categories that change the handling performance: Suspension, Differential and Tires.

Each of these items will move the cars handling style towards either Race, Drift, Offroad or Road.

This just in: 2015 was so forgettable even Ghost has forgotten it was ever a thing. Because I'm pretty sure this is just expanding on the one single bit of 2015 that showed any sign of potential whatsoever.

The type of drivetrain that the vehicles have will also affect how the vehicle drives and reacts to the different handling styles.

You can turn all types of vehicles into capable drift machines but the drift angles they can achieve and the manor in how you control them differ depending on which wheels are driven on the vehicles.

Wait, so drivetrains will affect car handling. Except not really. So what was the point of all the "we want this to be as real as possible hurr durr" drivel at the beginning? Was it just lip service? 'Cause I think it was just lip service.

..aaaaand then the post became a load of stating the obvious, until we hit the jackpot (HAHA IT'S AN UNINTENDED PAYBACK REFERENCE THAT I SOMEHOW DIDN'T PICK UP ON UNTIL NOW AND DECIDED IT WAS WORTH EDITING THIS IN IS THIS FUNNY YET):

Tune in next time to hear about the new performance customization (no speed cards!)

..ok? Right. Are you expecting me to leave this office chair in front of mine desk upon which sits my laptop and give you a standing ovation? That ain't happening, chief.

So that was ten minutes of my life trying to understand that post well spent. Here's my attempt at making a post that explains exactly the same in less time and won't leave you bored out of your mind:

ey yo wassup homies - wait, as much as you lot want it to, it's not 2003 anymore, so let's try and not speak like neanderthals for a few minutes.

So anyway we noticed peoples opinion on the handling model in our games weren't particularly great. This, of course, broke our heart, so we went soul-searching for half a year (funny story, we were actually hiking in the Himalayas when E3 came around!) until we remembered a thing we'd spent about ten seconds of development time on a few years ago.

Ladies and gentlemen, we're proud to introduce:

Build Your Öwn Realism Model 2.0 (also known as Byörm)

Basically this takes the handling tuning concept of 2015 and cranks it up to 11, meaning you're entirely free to do whatever you want with any car. Except you aren't really, because for no apparent reason we've decided FWD shouldn't work like RWD, so while they still drift, they don't drift as well. Also drifting shouldn't be faster than regular driving now, because that - by far - was the biggest problem in our handling models. Trust us. We know best.

TL;DR we decided the archetypes from Payback were useless when we had this fantastic a system in place, and we can't wait for you to preorder the Deluxe Edition so you get to experience it before all the poor people out there, because why on Earth would we want to throw the Gamescom build onto the various storefronts as a demo? I mean, "Show, don't tell" is an entirely fictional concept, right? Especially the bit where for video games it actually should be "Experience, don't show, and for the love of all that is holy, don't tell"?
 
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Race will increase the grip of the car and make the car corner better. Extreme levels of race tuning will make the car corner faster and better. Race is all about throttle and brake control, finding the perfect line around the corner without drifting.

I really want to see how well cars grip on the extreme end of it, the Gamescom footage has two grip bias cars that looks to turn better than previous games.

Tuning the car towards Drift will make the car easier to enter drifts and allows the car to create much deeper and wider angles of drift. Extreme levels of Drift tuning will allow the car to enter into a drift just by steering - no ‘Clutch Kick’ or hand brake required.

That sounds a lot like NFS 2015.

Doesn't seem to have much new info in the entire article, pretty much all of it has been mention during the Gamescom week.
 
My patience with Ghost and thr handling problems within their NFS games has worn thin
You don't need to point that out, it's pretty clear to me. So what now? Should you move on and wait for EA to change the developer? Because it is also clear that Ghost is going to make more NFS games in the future.
I totally understand... you guys hate the handling. What I don’t understand is why. I keep hearing about brake to drift but to me that wasn't a game breaker. It's a NFS game. An arcade racer. Of course with arcade handling. Does Payback really felt different from previous games? And yes I'm confident that the handling will change this time too. It changed from 2015 to Payback so why it should not now? Will it be revolutionary? No of course not. But why would I say those are empty words when I experienced the difference before?
You said this was the worst AAA racer this generation? What does that mean? The only competitor is the Crew. I wouldn't count Horizon because it's not really an arcade racer. But still it may lost to those two... so what? Was there even a time when NFS was considered best game of generation?
Why do you think that is?
I suspect the anty EA propaganda. Maybe not in your case. Maybe yes.
I don't hate criticism. I'm a fan of the series not a diehard. Your's however was definitely not a critic. Just some assumption based on your own hate.
 
I totally understand... you guys hate the handling. What I don’t understand is why.

Okay, lets show you then. Keep in mind that all of these examples were posted within the Payback General Discussion thread.


https://gamerdvr.com/gamer/moglet/gif/gleamingpaleanura



Now, watch these clips and tell me - should the vehicles in this clip be doing the stuff that the physics engine in Payback are making it do, in any game, arcade or sim? No. This is what people are pointing out as a problem - it isn't as bad as it was in 2015, but it is still incredibly, unacceptably bad, and from what I have seen of Heat gameplay, it looks to be more or less the same. These sorts of things in the video clip should be eliminated, wholly.

It's a NFS game. An arcade racer. Of course with arcade handling.

I'm seriously getting tired of this fallacy level argument when it comes to criticizing handling systems in arcade racing games. No, people aren't looking for sim level setups for handling in arcade racing games - they're looking for handling that makes logical sense, and is actually fun to play with. Look at the clips again - do you think that it makes any logical sense for a car to barely clip a traffic with the rear quarter panel, and have it pretty much float over to that side in some ****ed up display of physics? In a sim, or arcade racing game? Do you think that it's fun to saw at the analog stick when doing the off-road races, because the floaty, crab-walking nature of the handling system that Payback uses has relegated the most amount of handling issues that were in both Payback and 2015 to there?

There are many a good racing game, that is arcade, that actually has a good, semi believable, semi-realistic handling models. NFS, for the vast majority of the series' life before Criterion stepped in, was that game. Even Hot Pursuit 2010, a game I am not a fan of for unrelated reasons, has a good example of brake to drift, and how to make it worth within a realistic setting - that is, the cars go where you want them to go when cornering/drifting, and they don't have frankly bonkers amount of shifting weight when you hit so much as a pebble causing you to crab walk everywhere trying to get control again.

You can make a wholly arcade racing game handle great. NFS Payback, does not have a good handling system, arcade or sim. Until proven otherwise, Heat looks like the same going by gameplay, no matter how much Ghost wants to make it seem like they've changed things by posting a long winded blog post that basically is as transparent as a sheet of tracing paper.

You said this was the worst AAA racer this generation? What does that mean?

I meant 2015. Look at any professional review of the game and you can see that most of it is middling or average.

upload_2019-9-6_14-26-4.png


In a sub-genre that has basically been a skeleton crew for the entire generation now, it wasn't good enough for how triumphantly both EA and Ghost tried to signal this as a return for NFS, and as such, it was disappointing. Considering the game's online only element, and the handling problems already spoken about, yes I would consider it one of the worst AAA racing games released this generation.

The only competitor is the Crew. I wouldn't count Horizon because it's not really an arcade racer. But still it may lost to those two... so what?

You do realize that Payback is also directly a competitor to Horizon, enough that they aped off speed cameras, Danger Signs, and collectibles from FH3/4 and put them in Payback? So yes, all three of those games you mentioned are competitors with one another.

Was there even a time when NFS was considered best game of generation?

This is such a disingenuous talking point and you know it. Underground 2 and Most Wanted 2005 are some of the most fondly remembered racing games of that generation, and if they weren't, then EA and Ghost wouldn't be desperately trying to lift up NFS from the mire that it's in by constantly preaching to a nostalgic choir with both 2015, and Payback.

I suspect the anty EA propaganda. Maybe not in your case. Maybe yes.

:rolleyes: :lol:

You do realize it's not 'anti-EA propaganda' and instead what has actually happened right? EA hasn't exactly endeared themselves to gamers going on for a decade now. Of course people are going to hate on EA and their properties as a whole, they give them ample ammo to pelt them with.

I don't hate criticism. I'm a fan of the series not a diehard. Your's however was definitely not a critic. Just some assumption based on your own hate.

Is it just me, or does anyone else feel a sense of deja vu? Because this seems like a mirror of the arguments presented by a user, now long departed, who basically said the same thing. That we unfairly hated Payback because of our opinions, that Payback was being bagged on unfairly, when in reality, they were opinions that were more or less supported and really solidified with video/GIF evidence of just how wonky and crappy the handling was in Payback specifically, and that people were being level-headed with criticisms. People kept pointing out, he kept having hissy fits, and now is gone.

If I didn't know any better, I'd assume that you were him. But I do know better. Maybe.
 
You know the old saying, right? "Hope for the best, expect the worst." I mean I think Heat has potential to be the best Ghost-developed NFS title yet, but I'd really rather wait for those testimonials rather than have myself jump the gun.
 
If I didn't know any better, I'd assume that you were him. But I do know better. Maybe.
I'm not him. I'm me. Actually I have no idea what happened before. I didn't even read much of this forum anyway. Maybe the No Limits one.
I came because I heard about a new game is coming. Don't worry I have played a lot of 2015 and Payback. And a lot of previous titles too. It is the same game with small differences between each other...handling wise. I said it again. It is far from perfect but it's a NFS handling. Am I allowed to like it? Are you allowed to criticize it? Of course you are. We both are. But didn't we talked about pr stuff? You see. They said there won't be MTX everybody go nuts because they are laying. Now they said they would improve handling people again are going nuts because they are laying... again. If the handling is not entirely remade it won't be even considered.
The most annoying thing is nobody knows how will the final product feel like. To begin with.
What is wrong with me? Because I simply don't understand.
 
Okay, lets show you then. Keep in mind that all of these examples were posted within the Payback General Discussion thread.

*snip*

Now, watch these clips and tell me - should the vehicles in this clip be doing the stuff that the physics engine in Payback are making it do, in any game, arcade or sim? No. This is what people are pointing out as a problem - it isn't as bad as it was in 2015, but it is still incredibly, unacceptably bad, and from what I have seen of Heat gameplay, it looks to be more or less the same. These sorts of things in the video clip should be eliminated, wholly.

Those do look like the symptom of the "drift boost" in the 2015 and Payback core physics that the community dug out, I remember it happened to me a couple of times but not often to the point I gave up on the entire game.

Considering that Heat looks to kill off the whole "drift boost" thing, more speed reduction mid drift and doesn't seem to boost the car back to the entry speed on drift exit, the chances of that to happen hopefully will be much lower than before and the best case is it will be eliminated this time.

It is best to just wait and see, there are bits and pieces of improvement in it but no one can be sure how far is it "fixed" this time until we can try it on our own. Ghost should have given some clips to show the extreme end of the cars, going by the Gamescom demo we all saw just shows slight improvement and more consistency at best.
 
"crabwalking" is caused by the game applying too much side force during a drift, or applying it in situations that it shouldn't be. It's a fundamental part of the drift component and not something that you can completely "fix". However, it is still something that can be mitigated or avoided.

2015 had the issue of too much side force being applied, auto-countersteering making the car do weird things, and drifts not being ended whenever you collided with something. Payback ditches the auto-countersteering but doesn't correct the other issues.
 
Ghost should look to Driver San Francisco as inspiration. It's arcade but believable. The cars have weight and you can feel tyre traction. Different drivetrains require different driving styles. Off road physics are also pretty good. The game also has nitro and huge jumps so it's equally as silly as NFS but in a grounded way. Probably one of the best arcade handling I've ever played.

Now on to another topic, I hope the cops in free roam aren't super sensitive and allow a bit of speeding. There's nothing more annoying than triggering 5 chases just when you want to get from one side of the map to another.
 
I hope the cops in free roam aren't super sensitive and allow a bit of speeding. There's nothing more annoying than triggering 5 chases just when you want to get from one side of the map to another.

A bit? Anything labeled Need for Speed hasn't caused me to speed a little bit. :lol:
 
Now on to another topic, I hope the cops in free roam aren't super sensitive and allow a bit of speeding. There's nothing more annoying than triggering 5 chases just when you want to get from one side of the map to another.
If I am not mistaken you should be able to bribe the cops during the day. Also the heat level will decrease during the day. All to allow less stressful exploration, I guess.
 
Now on to another topic, I hope the cops in free roam aren't super sensitive and allow a bit of speeding. There's nothing more annoying than triggering 5 chases just when you want to get from one side of the map to another.

If I am not mistaken you should be able to bribe the cops during the day. Also the heat level will decrease during the day. All to allow less stressful exploration, I guess.

I think it will be a problem for night, considering the cops is more aggressive and getting from the garage to a race might be an issue. Unless we can start every race we want with cops on our tail like the high heat races in end game like the devs mention in one of the interview.
 
There is a bug in the newly released BMW M3 Evolution in Studio app where the tires gets clipped when the stance sets low.
 

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