What don't you like about GTS? From the beta

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I ran in a four lap GT3 race at the 'ring last night (Endurance layout) with nine others, my GTS races have averaged 10 to 16 people per race, so its pretty much on a par.
AC... gotta factor in that after T1 the field drops from 16 to 12, and by end of lap 1 the field is down to 6 :ill:

That's one thing I'll give to PD, the lengths they go to to keep people from rage-quitting seem a bit silly, but also seem to work. They need to ease up the "car straighten-out force" effect though. I've had it where I crashed and was facing the wall, had no trouble straightening myself out and was just about pointing the right direction and then :scared: the car suddenly turns 90 degrees and I'm sideways again. A little too late, guys.
 
they need to move the message that sais " the entry period is now In progress matching will start in 9:31" it really obstructs the view when qualifying in first person camera view. need to be moved further up.
 
Running low 56's lap after lap at Dragon in a stock Megane and then putting in 58's and worse in the race. :banghead:
 
Running low 56's lap after lap at Dragon in a stock Megane and then putting in 58's and worse in the race. :banghead:

haha it can be worse. This afternoon they shuffled the car/track combo. E.g. Brands Hatch Indy Gr4 cars. So I changed the setup of my lousy Scirocco to prepare for the evening races. At 7PM (CET) ready to race. What ? the tracks are changed again. Dragon Trail with my Scirocco. My previous setup with a 1:54 was gone and in two remaining minutes before race started I was completely stressed and just messed up the setup. Best lap time 1:56 high...
Starting grid is based on your best lap time. Started 4 and ended 10th. I was surrounded by all the red ants (aka GT-R's).
 
haha it can be worse. This afternoon they shuffled the car/track combo. E.g. Brands Hatch Indy Gr4 cars. So I changed the setup of my lousy Scirocco to prepare for the evening races. At 7PM (CET) ready to race. What ? the tracks are changed again. Dragon Trail with my Scirocco. My previous setup with a 1:54 was gone and in two remaining minutes before race started I was completely stressed and just messed up the setup. Best lap time 1:56 high...
Starting grid is based on your best lap time. Started 4 and ended 10th. I was surrounded by all the red ants (aka GT-R's).
Yes, I just count the GT-R's to know how many places I'm going to lose then it's just how much can I reclaim in 4 laps. I've got a GT-R now so naturally the event ends.
 
Citation needed. Why do they have to watch them live?

I can access load data for customer facing servers for historic data going back as long as they have been in place, I can do it from any location with an internet connection, at any time of the day or night.

They don't have to do so at all

Again citation needed.

The main point of the beta is indeed to stress test the servers, but its not the only point of it at all, and how various controller inputs respond is a fairly major part of every beta I've been involved in (which is a far few as a Sony Beta tester).
If you try to tweak and test your live Environnement, you need to do it live, much faster way than busy look logs and wait until new logs are available. Maybe even watching races or driving "indivisible" cars with is, watching results live instead of numbers tells more how which number actually effects on gameplay experience, tweaking on limit of acceptable delay and non-acceptable needs visual confirmation.
 
If you try to tweak and test your live Environnement, you need to do it live, much faster way than busy look logs and wait until new logs are available. Maybe even watching races or driving "indivisible" cars with is, watching results live instead of numbers tells more how which number actually effects on gameplay experience, tweaking on limit of acceptable delay and non-acceptable needs visual confirmation.
The visual is still there though, It's just not live. Either way, if they are going to make changes based on what they see, if they do it live, the changes wont take effect during that race at all, and would be either a patch, or maintenance. So its really not necessary.
 
If you try to tweak and test your live Environnement, you need to do it live, much faster way than busy look logs and wait until new logs are available. Maybe even watching races or driving "indivisible" cars with is, watching results live instead of numbers tells more how which number actually effects on gameplay experience, tweaking on limit of acceptable delay and non-acceptable needs visual confirmation.
That doesn't mean they have to, it's not a mandatory requirement to do so, nor do I think they are watching every race. Do you honestly think they have staff watching hundreds of races in real time and tweaking the net code on the fly?

I've taken part in more betas that i can count and none have ever adjusted it live.
 
Taking away arcade from the beta. It probably was mentioned before, but once again this game needs to improve its AI if it wants to get to the next level. And to do this you need feedback as we can clearly see from the past two games it stayed the same. They could update it have people continue to test based on every version they bring.

In addition, its fun to pass the time if there are no daily events as of current or it none you want to do at the moment. I know they are trying to test the servers, but they cannot forget about bringing it back to the beta if they plan (hopefully) to do so...
 
That doesn't mean they have to, it's not a mandatory requirement to do so, nor do I think they are watching every race. Do you honestly think they have staff watching hundreds of races in real time and tweaking the net code on the fly?

I've taken part in more betas that i can count and none have ever adjusted it live.
Not all, picking on screen most interesting combinations of links/clients and checking how well those works.
We did similar testing method when set online 500.000+ user active accounting system, screening worst latency clients and comparing those on several other degree latancy clients. Prior that and simultaneously running stress penetration scripts with different payload and client numbers on varying entry speeds. During and after live tests ran data analysis and from results we made changes and started again, running scripts to create payload and checked results and again new live test. Same logic is really common, so why not on PD?
 
Not all, picking on screen most interesting combinations of links/clients and checking how well those works.
We did similar testing method when set online 500.000+ user active accounting system, screening worst latency clients and comparing those on several other degree latancy clients. Prior that and simultaneously running stress penetration scripts with different payload and client numbers on varying entry speeds. During and after live tests ran data analysis and from results we made changes and started again, running scripts to create payload and checked results and again new live test. Same logic is really common, so why not on PD?
Exactly my point, you do not need to just do it live, data can and will be accessed after the event and changes made after the event.

As such the argument being made, that it has to be done during the event, is not accurate and a claim of such would need to be backed up with a citation.

Given that you post above agreeing with me I have no idea why at all you took issue with what I said?

Seems odd to argue against the same point you then go on to make.
 
Exactly my point, you do not need to just do it live, data can and will be accessed after the event and changes made after the event.
Why need to screen live; all things arent so easy to see from numbers, you have to see it on action on your own eyes, data logs may or may not show some glitches what human eye sees instantly on live screening, that reason to screen several different scenarios on live screen.

Nice way to dig out small bit out from bigger context..
 
Why need to screen live; all things arent so easy to see from numbers, you have to see it on action on your own eyes, data logs may or may not show some glitches what human eye sees instantly on live screening, that reason to screen several different scenarios on live screen.
So you are saying that PD and Sony have staff that are able to see exactly what I see on my screen when experiencing lag?

This seems to be a rather bold claim that you are making, and as a very famous gent once said, extraordinary claims require extraordinary evidence.

How exactly do they see the exact degree of lag my connection and ping causes me, and the exact view I see outside of hiding in the corner of my living room or extracting a direct feed from my PS4? As that's the only way they will 'see' what you are describing.

Why would they even bother with that massive invasion of privacy when they can get a much better overview of it from the ping information, drop rates, latency speeds, etc. All data that is easier to gather, quicker to review and far, far less labour intensive.

Nice way to dig out small bit out from bigger context..
Don't get mad simply because I am using what you say as part of a reply to claims you are making, as I'm at a loss to understand what else I would use to form a reply to you?
 
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So you are saying that PD and Sony have staff that are able to see exactly what I see on my screen when experiencing lag?

This seems to be a rather bold claim that you are making, and as a very famous gent once said, extraordinary claims require extraordinary evidence.

How exactly do they see the exact degree of lag my connection and ping causes me, and the exact view I see outside of hiding in the corner of my living room or extracting a direct feed from my PS4? As that's the only way they will 'see' what you are describing.

Why would they even bother with that massive invasion of privacy when they can get a much better overview of it from the ping information, drop rates, latency speeds, etc. All data that is easier to gather, quicker to review and far, far less labour intensiv

If you don't know how it doesn't mean at it's not possible to see, you might have races where some particular car is jumping and all in lobby sees same, do you know why? Delaying signal is simplest way, where and how, there's several ways to do it.
But let's assume at PD is just doing everything wrong and backwards, then we can all sleep well. :lol:
Privacy..not existing after agreeing beta tester role..
 
This is making me brain dead. Real-time monitoring and live tuning/programming are not otherwordly concepts.

You "live screen" (examine...) because it's time efficient if you have the tools to do so.

A simple exemple:

- They set the "tick rate" (server side) to 100hz for the first hour for D-E (Driver Class) user pools servers.
The hour of race with 5k users presents itself stable (as in server and network performance).

- They bump it to 120hz for the second hour. Number of users increase, **** hits the fan. Low performance, multiple disconnects, update errors.

- They revert back to 100hz. Number of users increase from past hour. Stable performance, server load near limit.

Why that is different? Obvious but:

- You set the "tick rate" to 100hz at night. Players play during the day. You analyze what after? Stable through out the day with varying server loads due users.

- But then the next day is Saturday. You set servers to 120hz at night. Players experience problems during the whole day. Users decrease with time instead of increasing because they can't properly play. You'll see at the first hour that N users at 120hz servers is not manageable, but not much for the following hours.

Observation and data collection are different.

Since in both cases you start from the idea that they are aware of what they are observing and its goal, being able to do so during work hours may mean you'll reduce work time in a longer period.
 
If you don't know how it doesn't mean at it's not possible to see, you might have races where some particular car is jumping and all in lobby sees same, do you know why? Delaying signal is simplest way, where and how, there's several ways to do it.
But let's assume at PD is just doing everything wrong and backwards, then we can all sleep well. :lol:
Privacy..not existing after agreeing beta tester role..
So i will take it that you are not able to provide a citation for that.

Oh and yes privacy does still exist after agreeing a beta tester role, I know as I've been one for Sony for a decade.

This is making me brain dead. Real-time monitoring and live tuning/programming are not otherwordly concepts.

You "live screen" (examine...) because it's time efficient if you have the tools to do so.

A simple exemple:

- They set the "tick rate" (server side) to 100hz for the first hour for D-E (Driver Class) user pools servers.
The hour of race with 5k users presents itself stable (as in server and network performance).

- They bump it to 120hz for the second hour. Number of users increase, **** hits the fan. Low performance, multiple disconnects, update errors.

- They revert back to 100hz. Number of users increase from past hour. Stable performance, server load near limit.

Why that is different? Obvious but:

- You set the "tick rate" to 100hz at night. Players play during the day. You analyze what after? Stable through out the day with varying server loads due users.

- But then the next day is Saturday. You set servers to 120hz at night. Players experience problems during the whole day. Users decrease with time instead of increasing because they can't properly play. You'll see at the first hour that N users at 120hz servers is not manageable, but not much for the following hours.

Observation and data collection are different.

Since in both cases you start from the idea that they are aware of what they are observing and its goal, being able to do so during work hours may mean you'll reduce work time in a longer period.
I don't disagree, but that is not the same as watching the races in real time, nor does that data need to be reviewed in real time, it only needs to be collected in real time.

Now given the time difference between Japan and the current beta areas, it's likely that it's being collected out of hours and worked on in hours.

Still yet to see any evidence of PD watching our screens.
 
I don't disagree, but that is not the same as watching the races in real time, nor does that data need to be reviewed in real time, it only needs to be collected in real time.

Now given the time difference between Japan and the current beta areas, it's likely that it's being collected out of hours and worked on in hours.

Still yet to see any evidence of PD watching our screens.

Since the servers, even for the EU races, seem to be in the US, server side analysis happen during work hours in the US. As for game related stuff, the US beta has been in line with Japan work hours during week days.

I've posted it before, but their time slots match regional peak hours as well, so it's likely both cases.
And their stated reason was that, anyhow.

As for spectating (or directly participating), I'd assume they have internal testers and QA and what not, but that isn't uncommon practice, it's normal play-testing. The "general populace" tends to not be conditioned to "things" like designers and testers on a direct, rigid setting.

For exemple, map design balancing "requires" spectating. Heat maps or flow maps may be helpful but they are not as intuitive as direct observation.

So it is possible that they spectate (or more likely, have their own testers playing along in the same beta users' environment) with the intent of observing things like player behaviour or mechanisms like ghosting.
 
Since the servers, even for the EU races, seem to be in the US, server side analysis happen during work hours in the US. As for game related stuff, the US beta has been in line with Japan work hours during week days.

I've posted it before, but their time slots match regional peak hours as well, so it's likely both cases.
And their stated reason was that, anyhow.

As for spectating (or directly participating), I'd assume they have internal testers and QA and what not, but that isn't uncommon practice, it's normal play-testing. The "general populace" tends to not be conditioned to "things" like designers and testers on a direct, rigid setting.

For exemple, map design balancing "requires" spectating. Heat maps or flow maps may be helpful but they are not as intuitive as direct observation.

So it is possible that they spectate (or more likely, have their own testers playing along in the same beta users' environment) with the intent of observing things like player behaviour or mechanisms like ghosting.
I can tell you 100% with regard to the EU that no Sony beta testers are involved as part of the Sony Beta testing programme. It's all public testers.

Some, like myself, are involved via the same application that everyone else used.

Sony however, in the EU, doesn't have active Beta testers right now.
 
So i will take it that you are not able to provide a citation for that.

Oh and yes privacy does still exist after agreeing a beta tester role, I know as I've been one for Sony for a decade.
No citation about payload testing, I can't use data what I have, will get sued if doing so, but citation for later part, things what you several year Sony beta tester didn't know:



"Privacy Policy

Last Revised: 1-1-2017

Scope
When you connect with Sony Interactive Entertainment LLC ("SIE LLC") online by using our websites, the PlayStation Network and Sony Entertainment Network (collectively "SEN"), or certain hardware or software which utilizes SEN for data collection and refers to this Privacy Policy (all collectively, "SIE LLC Network"), we collect and handle information as described below. Your use of the SIE LLC Network constitutes your consent to the practices described below.

Information That We Collect or Receive
We collect and receive information from and about you by different means.

Information You Provide to Us
We collect the information that you directly provide to us, such as when you enter it on a web page, or include it in an email that you send to us. This type of collection often occurs through our business support processes, such as:
Registration or Account Creation Processes, where we ask you to provide information such as:
Contact info (e.g. name, email or mailing address, or phone number)
Account Administration Info (e.g. user name, password, or security questions)
Billing Info (e.g. credit card or other payment number, billing address)
Purchase Processes, where we may ask you to provide your name and billing info
Technical and Customer Support Processes, where we may ask you to provide contact info and information related to the issue you are contacting us about.

In addition, we collect the information that you provide by entering it into certain SIE LLC Network features. For example, when you want to post in a forum, you provide us the content for the post (which could contain personally identifying information) which we collect and then display for you on the forum. Likewise, when you use other features such voice or text chat, blogs, surveys, user-generated content, activity streams, or social media, we may first collect the information you enter into the feature.

Automatic Information Collection
We may also automatically or passively collect information about your use of the SIE LLC Network. While information collected in this manner is not typically personal information, we may combine it in ways that make it personally identifiable. When we do so, we will treat the combined information as personal information. For example, data collected in this manner may include:
a. Web browsing, network or service usage data, such as browser type, internet service provider (ISP), IP address, referring/exit pages, operating system, date/time stamp, and clickstream data;
b. Network connected hardware (e.g. computer, gaming console, or mobile device) data, such as a unique device identifier, type, model, version, error related data, status, capability, configuration, functionality, performance data, and connection type;
c. Network connected software data, such as application utilization, game play, game or system video and audio, progress, utilization, performance, peripheral and device use, services requested and used, or content downloaded and viewed;
d. Physical or geographic location data, such as country, region, city, or latitude and longitude. For example, to provide location based game matching services, we may collect latitude and longitude.
e. Advertising data, such as display frequency, duration, location, or viewing software, location, or identifier." *snips* continues but not pasting more..

UP40731301005_0A3ABA720D812A51B22D_M.png
 
I can tell you 100% with regard to the EU that no Sony beta testers are involved as part of the Sony Beta testing programme. It's all public testers.

Some, like myself, are involved via the same application that everyone else used.

Sony however, in the EU, doesn't have active Beta testers right now.

I see, although I was speaking about Polyphony Digital's game testers, perhaps SCEJ/SIEJ QA dept people for direct communication.
Those who would have tested this game prior to this closed beta test with end users.
Unless that's all offloaded to SIEE or WW QA's, I wouldn't know.

And circumstantial (not to spectating but play testing) but, we've seen some Japanese flags/users in a couple "buggy" occasions in the US leaderboard even though they aren't, supposedly, regionally allowed yet.
 
Citation needed. Why do they have to watch them live?

I can access load data for customer facing servers for historic data going back as long as they have been in place, I can do it from any location with an internet connection, at any time of the day or night.

They don't have to do so at all

http://www.gran-turismo.com/us/news/00_5876374.html

"As with most BETA programs, in order for the development team to capture data in an optimal manner, the sample size needs to be increased gradually and in stages. While we begin to roll out the BETA, we have decided that the time differences across the U.S. are best matched to the development team in Tokyo."



Again citation needed.

"Participants will be able to choose from a select rotation of cars and tracks each day to race online against others during the BETA phases."
...
"As the BETA begins to increase in size, those who have signed up within the PlayStation Europe forum or received a direct e-mail will be selected to participate in Phase 2 of the closed BETA. Spaces will be limited so, if you don’t get into Phase 2, make sure you stay tuned for future BETA activities in the run-up to launch!"


The way I read both of them, is.. Events Scheduled around the Tokyo Development Team.
and Ramp up the Number of On-Line testers in a controlled way ( Stress testing )

The main point of the beta is indeed to stress test the servers, but its not the only point of it at all, and how various controller inputs respond is a fairly major part of every beta I've been involved in (which is a far few as a Sony Beta tester).



I use a wheel and have also given GTS a go with a DS4. I would have to agree with those saying the TC is being quite odd at times.
 
No citation about payload testing, I can't use data what I have, will get sued if doing so, but citation for later part, things what you several year Sony beta tester didn't know:



"Privacy Policy

Last Revised: 1-1-2017

Scope
When you connect with Sony Interactive Entertainment LLC ("SIE LLC") online by using our websites, the PlayStation Network and Sony Entertainment Network (collectively "SEN"), or certain hardware or software which utilizes SEN for data collection and refers to this Privacy Policy (all collectively, "SIE LLC Network"), we collect and handle information as described below. Your use of the SIE LLC Network constitutes your consent to the practices described below.

Information That We Collect or Receive
We collect and receive information from and about you by different means.

Information You Provide to Us
We collect the information that you directly provide to us, such as when you enter it on a web page, or include it in an email that you send to us. This type of collection often occurs through our business support processes, such as:
Registration or Account Creation Processes, where we ask you to provide information such as:
Contact info (e.g. name, email or mailing address, or phone number)
Account Administration Info (e.g. user name, password, or security questions)
Billing Info (e.g. credit card or other payment number, billing address)
Purchase Processes, where we may ask you to provide your name and billing info
Technical and Customer Support Processes, where we may ask you to provide contact info and information related to the issue you are contacting us about.

In addition, we collect the information that you provide by entering it into certain SIE LLC Network features. For example, when you want to post in a forum, you provide us the content for the post (which could contain personally identifying information) which we collect and then display for you on the forum. Likewise, when you use other features such voice or text chat, blogs, surveys, user-generated content, activity streams, or social media, we may first collect the information you enter into the feature.

Automatic Information Collection
We may also automatically or passively collect information about your use of the SIE LLC Network. While information collected in this manner is not typically personal information, we may combine it in ways that make it personally identifiable. When we do so, we will treat the combined information as personal information. For example, data collected in this manner may include:
a. Web browsing, network or service usage data, such as browser type, internet service provider (ISP), IP address, referring/exit pages, operating system, date/time stamp, and clickstream data;
b. Network connected hardware (e.g. computer, gaming console, or mobile device) data, such as a unique device identifier, type, model, version, error related data, status, capability, configuration, functionality, performance data, and connection type;
c. Network connected software data, such as application utilization, game play, game or system video and audio, progress, utilization, performance, peripheral and device use, services requested and used, or content downloaded and viewed;
d. Physical or geographic location data, such as country, region, city, or latitude and longitude. For example, to provide location based game matching services, we may collect latitude and longitude.
e. Advertising data, such as display frequency, duration, location, or viewing software, location, or identifier." *snips* continues but not pasting more..
None of which validates your claim that PD and/or Sony are watching what we see on screen live.

Nor does it mean the end of privacy, unless for you privacy begins and ends at a game beta?

I will humour you for a while however, what resolution and frame rate are they doing this in?



And this is what?


I see, although I was speaking about Polyphony Digital's game testers, perhaps SCEJ/SIEJ QA dept people for direct communication.
Ah that makes sense, we were think at cross puproses on this one I belive.

Those who would have tested this game prior to this closed beta test with end users.
Unless that's all offloaded to SIEE or WW QA's, I wouldn't know.

And circumstantial (not to spectating but play testing) but, we've seen some Japanese flags/users in a couple "buggy" occasions in the US leaderboard even though they aren't, supposedly, regionally allowed yet.
Don't disagree that they may well be doing so.

My original point was that they don't 'have' to do it during these times and that they will not 'only' be working on it during these times.


http://www.gran-turismo.com/us/news/00_5876374.html

"As with most BETA programs, in order for the development team to capture data in an optimal manner, the sample size needs to be increased gradually and in stages. While we begin to roll out the BETA, we have decided that the time differences across the U.S. are best matched to the development team in Tokyo."





"Participants will be able to choose from a select rotation of cars and tracks each day to race online against others during the BETA phases."
...
"As the BETA begins to increase in size, those who have signed up within the PlayStation Europe forum or received a direct e-mail will be selected to participate in Phase 2 of the closed BETA. Spaces will be limited so, if you don’t get into Phase 2, make sure you stay tuned for future BETA activities in the run-up to launch!"


The way I read both of them, is.. Events Scheduled around the Tokyo Development Team.
and Ramp up the Number of On-Line testers in a controlled way ( Stress testing )

Many thanks, however that would indicate that they have chosen to do so, rather than they have to do so.
 
I've just realised unless they change the HUD, the chase view will stay the same overall. In Forza, the speedometer is a the right of the screen, likewise in GT3 for the chase view. We all want a fov slider for cockpit view, why not a chase view menu like in Rocket League?
 
I'd like to see tyre smoke and tyre marks being written to the track. More older JDM cars. More classic GT tracks and more single player campaign development.
 
I'll admit to being a filthy casual, but like many I've played all the GT games over the years so thought I'd take a look.

Thanks to Logitech/Sony I'm using a controller while my DFGT sits unused. I know I can get a GIMX but it seems a whole bunch of hassle, as a casual gamer I'm not really interested in messing about, just want to plug and play.

They haven't really fixed the sound - transmission whine should be there, but its too loud.
The rest is poor, engine noise sounds too digital. When a race starts and it shows the name of the race and then the cars sat on the grid is just a distorted mess. When on the move other cars sound muffled. It is better, but thats not saying much..

I agree about the shiny racetracks, it doesn't look quite right. I also think they look too clean, there should be that dirty line around the track where hundreds of cars have laid rubber, tyre marks over kerbs and so on - take a look at this google streetview image of Silverstone (Brands Hatch not available..) https://goo.gl/maps/CVTvU5DGoes
I guess thats easily added though.

Ghosting - I get what they were trying to do, but it doesn't work imho. I've had cars drive through me, then un-ghost and I've nowhere to go but bump in to them, I've had a car drive through me because they weren't braking and un-ghost straight away, I'm now unsighted to the track and miss turn in because all I can see is the back of their car.

I've also seen players also going up the inside at corners off track, waiting until the braking is done (so ghosting turns off) and then giving a competitor a nudge. People have already figured out how to work around it, making it useless.

Going off track doesn't inhibit progress either - on Nurburgring I've had people overtake by literally pinballing off of me and a barrier off track, and then drive away. If that happened in real life they'd probably spin on contact or when re-joining the track.

From the cars I've driven so far the standard setups all feel a bit wooden, once you fiddle with the setups more you get more feeling for weight transfer, under/over steer and it becomes more fun as a result. This will always be limited on a controller but it could be better as stock. I've got the group 4 Sirocco which, frankly is a chore to drive with the stock setup due to terminal understeer, with a bit of fiddling you can actually get it to turn in and even trail brake a bit.

I've seen some frame rate drop too - 1st lap at brands exiting Druids, all the cars are quite close and there is a lot going on, it all goes choppy for a couple of seconds. I wonder how much of that is related to lag between players though ? I haven't seen any network issues or lag at any other time.

We didn't get to play Arcade in the EU version, so I haven't experienced the AI yet. Hopefully it won't have the horrible rubberbanding GT5/6 had.

The game isn't the revolution it was in the heyday of GT 1/2/3 but I do wonder, given the finite resources of a PS4 exactly how it could scale those heights again - there is a lot more competition now.
 
SR rating system in current form, or today's form. Is PD "adjusting" it? Eight races and net result on SR -1, practically same schema on all races, one tap to rear from opponent who wants overtake in all causes, seven races it didn't increase or decrease my SR on eighth race again one tap and I'm on wall and -1 to my SR. .king great.

Also race matching worked today fine, sr49 lobby where's sr1 to 15 guys along, one third of room filled with guys SR 20 or under, perfect race experience..

Bug reporting bugs, tester forum is "access denied"

Excellent..
 

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