The future of CONTACT racing in RaceWars...
Jan 13, 2016 17:24:23 GMT
some12hate, jimbob9699, and 1 more like this
Post by atheistsw on Jan 13, 2016 17:24:23 GMT
It has come to my attention that there are some issues with the final contact racing playlist in the weekly RaceWars event. In a bid to improve this element of the event and maintain a much needed 'contact racing' element to proceedings, I have attempted to identify some of the key issues that cause problems. While I understand that GCCC is NOT a racing crew, this event is attended by some of the more race-oriented players in the game so it would be nice if we could try and provide an experience that's on a par with what one might experience racing with day NODO or Red Rum.
The key issues as I see them:
- Many of the tracks played are brand new to the majority of participants and things such as sudden chicanes and tight hairpins can cause absolute chaos for the uninitiated, dragging everyone into an impromptu demolition derby on turn 1.
- Some players simply cannot drive cleanly, using others as their brakes on corners and causing infuriating pile-ups that can ruin races before they've even got going. Also, some do not observe a proper racing etiquette in the unfortunate event of a collision with a fellow competitor that was their fault. (slowing down to allow the victim to catch back up, even if this means they lose places themselves)
- Some players lag, causing unexpected collisions and other oddities such as falling lamp posts and other street furniture pushed into the track lines that it appears, at least from some players point of view, that was never touched in the first place.
- Starting grids are determined by ping to the host (lowest first) and the host ALWAYS starts on Row 1, Position 1, so they have an advantage almost always to be able to to get away and avoid early corner shenanigans. I found this in last weeks event when I won two races simply by being able to avoid a major flustercuck that occurred between multiple racers early on.
Moving Forward...
Unfortunately, there are several things that are unavoidable. One is the grid system, which, until brings in the ability to choose reverse grid orders or something of that ilk, will always remain this way. It would be nice if there was the option to delegate host to somebody else in the lobby mid-playlist to at least mix things up somehow, but these are minor issues have never bothered to consider or act upon. However, in light of the remaining issues, I propose a new format for Season 5 onwards.
RACE WEEKENDS
Basically, we'll structure the final contact playlists like an actual race weekend, consisting of one practice race (no points awarded, 2-3 laps) just to learn the track and identify hazards etc beforehand. This will get everyone up to speed ready for the TWO main races, a SPRINT race (5-7 laps, depending on track length) and a MAIN race (7-10 laps, depending on track length). As we have a hearty back-catalogue of contact-suitable races already then, at least for the time being, the track selections will be based on past RaceWars entries that have proven to be a good match for the world of contact racing. We'll feature TWO tracks each week so the overall structure of playlist 3 will look something like this:
- Try Hard GP - Practice (3 laps) No points
- Try Hard GP - Sprint Race (5 laps) Points for 1-10 place
- Try Hard GP - Main Race (7 laps) Points for 1-10 place
- No Brakes Speedway - Practice (3 laps) No points
- No Brakes Speedway - Sprint Race (7 Laps) Points for 1-10 place
- No Brakes Speedway - Main Race (10 Laps) Points for 1-10 place
We'll use the same vehicle class for the chosen track with two different vehicle classes showcased for each playlist. In order to combat the lag effect the opening practice round will allow us to identify potential problematic racers and take action. Either they kindly leave the playlist by request or, if they are somebody who is not known then this gives everyone the ample opportunity to pause their game and 'vote to kick' as the results of the practice races are purely academic and nothing is actually at stake. Furthermore I will try to ensure that only known and trusted players enter the final playlist to minimise potential issues with both lag and dirty driving tactics. Should somebody sneak in via the back door and cause trouble, race 4 (practice 2) will give a further opportunity to kick in unison to remove the cancerous element from the equation.
I would also like to implement a 'gentlemans racing etiquette' with regards to the collisions whereby the aggressor has the courtesy to slow down and allow his victim to catch back up, even if that means losing places himself. In the event of multi-car collisions this can be difficult to interpret, but hopefully with a combination of more practice and tracks best suited to contact racing, we can keep these kinds of racing incidents to the bare minimum.
Potentially as well, depending on feedback, we can have a separate championship for the contact racing portion of the event, seeing as contact and non-contact racing is really apples and oranges on GTAV. Maybe even make this part a sign-up only event? And, as a further possibility, perhaps this playlist could be run first (at 7.30PM GMT, pre-lobby open at 7PM) so that everyone is a little more awake and with it before the event drifts into the night when the lesser consequences of non-contact and/or elimination rounds can take over?
So, what do you guys think? Can this format work? Do you have any other suggestions for how to make contact racing a success within GCCC? Feel free to post your thoughts below to help make this part of the event as good as it can be. Thanks.
The key issues as I see them:
- Many of the tracks played are brand new to the majority of participants and things such as sudden chicanes and tight hairpins can cause absolute chaos for the uninitiated, dragging everyone into an impromptu demolition derby on turn 1.
- Some players simply cannot drive cleanly, using others as their brakes on corners and causing infuriating pile-ups that can ruin races before they've even got going. Also, some do not observe a proper racing etiquette in the unfortunate event of a collision with a fellow competitor that was their fault. (slowing down to allow the victim to catch back up, even if this means they lose places themselves)
- Some players lag, causing unexpected collisions and other oddities such as falling lamp posts and other street furniture pushed into the track lines that it appears, at least from some players point of view, that was never touched in the first place.
- Starting grids are determined by ping to the host (lowest first) and the host ALWAYS starts on Row 1, Position 1, so they have an advantage almost always to be able to to get away and avoid early corner shenanigans. I found this in last weeks event when I won two races simply by being able to avoid a major flustercuck that occurred between multiple racers early on.
Moving Forward...
Unfortunately, there are several things that are unavoidable. One is the grid system, which, until brings in the ability to choose reverse grid orders or something of that ilk, will always remain this way. It would be nice if there was the option to delegate host to somebody else in the lobby mid-playlist to at least mix things up somehow, but these are minor issues have never bothered to consider or act upon. However, in light of the remaining issues, I propose a new format for Season 5 onwards.
RACE WEEKENDS
Basically, we'll structure the final contact playlists like an actual race weekend, consisting of one practice race (no points awarded, 2-3 laps) just to learn the track and identify hazards etc beforehand. This will get everyone up to speed ready for the TWO main races, a SPRINT race (5-7 laps, depending on track length) and a MAIN race (7-10 laps, depending on track length). As we have a hearty back-catalogue of contact-suitable races already then, at least for the time being, the track selections will be based on past RaceWars entries that have proven to be a good match for the world of contact racing. We'll feature TWO tracks each week so the overall structure of playlist 3 will look something like this:
- Try Hard GP - Practice (3 laps) No points
- Try Hard GP - Sprint Race (5 laps) Points for 1-10 place
- Try Hard GP - Main Race (7 laps) Points for 1-10 place
- No Brakes Speedway - Practice (3 laps) No points
- No Brakes Speedway - Sprint Race (7 Laps) Points for 1-10 place
- No Brakes Speedway - Main Race (10 Laps) Points for 1-10 place
We'll use the same vehicle class for the chosen track with two different vehicle classes showcased for each playlist. In order to combat the lag effect the opening practice round will allow us to identify potential problematic racers and take action. Either they kindly leave the playlist by request or, if they are somebody who is not known then this gives everyone the ample opportunity to pause their game and 'vote to kick' as the results of the practice races are purely academic and nothing is actually at stake. Furthermore I will try to ensure that only known and trusted players enter the final playlist to minimise potential issues with both lag and dirty driving tactics. Should somebody sneak in via the back door and cause trouble, race 4 (practice 2) will give a further opportunity to kick in unison to remove the cancerous element from the equation.
I would also like to implement a 'gentlemans racing etiquette' with regards to the collisions whereby the aggressor has the courtesy to slow down and allow his victim to catch back up, even if that means losing places himself. In the event of multi-car collisions this can be difficult to interpret, but hopefully with a combination of more practice and tracks best suited to contact racing, we can keep these kinds of racing incidents to the bare minimum.
Potentially as well, depending on feedback, we can have a separate championship for the contact racing portion of the event, seeing as contact and non-contact racing is really apples and oranges on GTAV. Maybe even make this part a sign-up only event? And, as a further possibility, perhaps this playlist could be run first (at 7.30PM GMT, pre-lobby open at 7PM) so that everyone is a little more awake and with it before the event drifts into the night when the lesser consequences of non-contact and/or elimination rounds can take over?
So, what do you guys think? Can this format work? Do you have any other suggestions for how to make contact racing a success within GCCC? Feel free to post your thoughts below to help make this part of the event as good as it can be. Thanks.
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