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Incredible strawman. I said simulate racing, meaning what I'm doing on the track. You can fabricate and create points about things that surround racing all you want, but that's just being disingenuous because we both know we're talking about the actual racing and not the management. You can do better than that.So you would enjoy if they forced you to pay for all your fuel, maintenance, repairs, travel/lodging to and from events and everything else real racing and vehicle ownership entails? I truly doubt you would enjoy that. The vast majority of your game time would be doing monotonous and annoying tasks and you’d likely lose interest real fast. There is a balance that needs to be maintained between realism and video games for various obvious reasons. The way PD implemented the new damage modeling is highly flawed which has already been documented by many users. Everyone has their personal preferences as to how much realism a game should have, and what they like/dislike, but the new way damage is applied is neither realistic, enjoyable nor effectively drives improvement.
I agree the implementation isn't perfect and certainly has flaws and needs fine tuning. I do however think the result is more or less where it should be. I see people iterate a lot, including you earlier, that no matter what speed you hit a wall at, the damage is the same - but this is something I'm pretty sure isn't true - from what I have seen, if you tap a barrier at 15mph or tap one at 150mph, the damage will be far more noticeable in the higher speed or more severe collision.
Now, do I think this should be changed to show this better? Absolutely. If they want to include damage, you need to be able to tell how severe it is through the UI, not by "is my car now undriveable or not".