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February 26, 2021, 04:20:58 PM


MX Bikes beta15d available! :)

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Messages - uollie

Suggestions and wishlist / Re: Realistic Risks.
February 22, 2014, 09:20:07 PM
Hmm maybe I'm not explaining it well because I feel like what I have pictured is more realistic and functional at the same time compared to what most of us know in MXS.

I think the way MXS does it is best for JLV's game but since Piboso's GP bikes already has rider falloff then I'm thinking MX bikes probably will too. In fact we're probably wasting our time discussing it since Piboso already has it figured out, but I suppose I like to talk about it anyway haha. GP bikes does basically what I want to see about 90% of the way. In that game, you crash but you respawn back on the track everytime, but for good reason since spawning in dirt and grass would suck on a 1000cc bike.

Perhaps my definition of frustrating is more lenient than someone else's though too.
Suggestions and wishlist / Re: Realistic Risks.
February 22, 2014, 09:02:54 PM
I don't see a flaw with my idea. If a guy crashes in front of me, I just avoid the bike. JLV's crashes include a bike/rider awkwardly tumbling left to right unpredictably. And guessing where the respawned rider will be is easy to perceive ahead of time since he would spawn where the bike crashed, which you would avoid anyway.

1. I can more easily avoid carnage since a bike without a rider flailing on the bike won't change the bikes direction when crashing.

2. Crashed riders will re-spawn on bike's last position (whether it's on track or off track) No riders running across the track, trolling, being stupid, getting hit by other riders.

3. Ragdoll riders make crashes look cooler! Plus in MXS, the distance a rider crashes from the point of error to the point where the crash has come to a rest is much further than a real crash simply because the rider acts as an added counterweight to the flipping and is helping the bike keep its momentum while crashing.

What are some cons? I know there must be at least one, but I'm having trouble thinking of what might be annoying or game breaking with it.
Suggestions and wishlist / Re: Realistic Risks.
February 22, 2014, 06:14:02 PM
Quote from: DD on February 22, 2014, 05:29:35 PM
13-16 year old little ass holes do! ;D

I was about to say that haha. Yeah, I really don't know about running back to your bike (at least literally manually running back to the bike) for those reasons. And the final reason why there shouldn't be health. Someone will come along and won't care if their race is ruined as long as they got to troll someone. In my earlier post saying I wouldn't mind running back, I was more so just emphasizing how important I thought stability was (low speed and high speed).

Keeping in mind that I still think harder crashes should warrant longer times, I'm thinking the GP bikes method will be the better solution by just re-spawning after a certain time. BUT, if there could be a way to make it so when a rider crashes, the rider actually separates from the bike and initiates his ragdoll or crash animation, and the bike is doing its own thing while wrecking... Have the rider spawn back on the bike where the bike last was. Just allow the rider ragdoll to be ghosted for other incoming riders or maybe you guys prefer to run over downed riders? lol

This way other riders can better judge how to avoid a tumbling bike in front of them from the physics not being altered by the "most dedicated man alive" who just won't let go of the bike :P Also, this way it won't surprise anyone to see a rider appear on the track from thin air, Instead they can look for a unmanned bike laying on it's side and avoid that since they will know someone will be re-spawning there soon.
Suggestions and wishlist / Re: Realistic Risks.
February 22, 2014, 03:13:43 AM
I definitely hope this game will be as challenging as MX Simulator. But only in the sense of finding correct bike setup, technique, smart choices and etc.

MXS almost has it nailed except like someone said, there's a feeling of disorder with the physics sometimes. In MXS most of my wrecks actually come from low speeds because I'll get weird handlebar "headshake" trying to get going again, or I'll wheelie just enough to get the bike leaned over and the rider can't compensate for the weight transferred to the side because he's static dead-weight on the bike and goes wherever the bike's angle is going.

IF and IF those stability problems are non-existent in MX-Bikes then I'll most likely be pushing to see some repercussions from falling. If I can ride smoothly in my ability to do so, then I'll have no problem wrecking or running back to my bike in-game, because I'll know it was my fault for pushing too hard or not paying attention.

I think simulation is absolutely the correct direction to go. Most people would probably enjoy MXS more when they are first learning if it wasn't so daunting to get started. I don't know the difficulty of, but if there was a way to establish a "constant" stability setting for everyone (minus suspension setup) and maintain the ability to fully take advantage of the physics (enabling whips, scrubs, wheelies, etc) then that's what I'd like to see. It would eliminate "secret settings" and players could still find unique bike setups that feel personal.

With all of that said, having realistic risks when riding would be amazing to the race environment if the game isn't battling stability issues. There will of course still be idiot riders who land on you, or rocket into you, though. Which is why there shouldn't be a health bar. But worst crash = longer recovery sounds great to me. In MXS I feel I avoid downed riders pretty easily, because I like to boast that I'm a smart rider. When I get tangled up with someone its usually because they wrecked and their rider model is hanging onto the bike while flipping out of control and the physics is hard to guess where the wreck will bounce next.

Apologies for long post but, that is my addition to this thread :P
General Discussion / Re: Beta 1 coming soon
January 26, 2014, 09:31:31 AM
*making a post so I can see the Development thread*