- 687
At risk of this being yet another thread that consists of nothing but posts about engine sounds and standards / premiums, if you could say to PD "for the next six months, concentrate of improving X", what would your X be?
For me, it would have to be the AI. This has always been the Achilles Heels of the GT series - the AI us basically non-existent, the CPU controlled cars just follow the racing line, brakes at predetermined points and never seems to acknowledge there's anything else on the track. The knock on effect of this has meant that difficulty has always been modulated by how powerful the AI cars are and what percent of throttle they use (if you cast your mind back to GT3's Pro Vitz / Yaris race, the opposition consisted of maxed out cars following the racing line flat out and was probably the hardest series in any of the games)
It would be really nice if, for the first time, GT6 has opposition drivers that act vaguely like human drivers. Even just reacting to what is going on in the race would be a start - pushing harder if they're falling behind or easing up a touch if they're a good way ahead (though avoiding rubber - banding). Maybe varying breaking points a touch. Not slamming into you if you're on the bit of road they want would be nice as well. Different drivers having different personalities so they react in different ways to situations, that kind of thing. Just generally showing some form of intelligence so races stop being what are essentially time trials with rolling timing points.
Given that the physics seem to strike the right balance between sim and arcade, there are plenty of different feeling cars and some excellent tracks, the only thing missing is some decent CPU opposition. Get that right and fripperies like engine sounds and poly-counts will fade into insignificance...
So, what do you think needs improving most?
For me, it would have to be the AI. This has always been the Achilles Heels of the GT series - the AI us basically non-existent, the CPU controlled cars just follow the racing line, brakes at predetermined points and never seems to acknowledge there's anything else on the track. The knock on effect of this has meant that difficulty has always been modulated by how powerful the AI cars are and what percent of throttle they use (if you cast your mind back to GT3's Pro Vitz / Yaris race, the opposition consisted of maxed out cars following the racing line flat out and was probably the hardest series in any of the games)
It would be really nice if, for the first time, GT6 has opposition drivers that act vaguely like human drivers. Even just reacting to what is going on in the race would be a start - pushing harder if they're falling behind or easing up a touch if they're a good way ahead (though avoiding rubber - banding). Maybe varying breaking points a touch. Not slamming into you if you're on the bit of road they want would be nice as well. Different drivers having different personalities so they react in different ways to situations, that kind of thing. Just generally showing some form of intelligence so races stop being what are essentially time trials with rolling timing points.
Given that the physics seem to strike the right balance between sim and arcade, there are plenty of different feeling cars and some excellent tracks, the only thing missing is some decent CPU opposition. Get that right and fripperies like engine sounds and poly-counts will fade into insignificance...
So, what do you think needs improving most?