awareness.
> The AI stupidity really makes this tiresome, you are right. I think if
that
> were eliminated, the necessity to do this routine would be dependent
solely
> on our own stupidity...which is easier to swallow, at least for me.
> I run mostly practise mode (with a full field) where I can hit Shift-R
every
> time the AI needlessly generate a 20 car pile-up or try to drive through
me
> as though I wasn't there.
> Marc.
> > The problem with Papyrus is it looks like they keep designing their user
> > interfaces after the games are written. Their linear "race weekend"
> > paradigm in Nascar 4 is one of the most intrusive barriers to enjoyment
> > I've ever seen in a simulation. Not only can you not save mid-race, an
> > unforgivable omission in my opinion, you cannot even restart the current
> > session without exiting the track and reloading it right back to where
you
> > were before you had to exit. This seven- or eight-click and 20- to 30-
> > second evolution has become very tiresome to me. A lot of times I'll
just
> > exit the whole damn game rather than sit through Yet Another Track
Reload,
> > just so I can start the race from scratch AGAIN, just so the idiot AI
car
> > behind me can ram me into the wall on the second turn AGAIN, just so I
can
> > exit and wait while the track reloads just to do the whole thing over,
> > AGAIN.
> > Since one track load can be used for the whole race weekend evolution
> > (assuming the player doesn't want to redo anything as there is no redo,
> > only exit, reload, and start over), the engine is obviously flexible
> enough
> > to reinitialize a session without having to exit and reload the track.
> The
> > capability is there, why didn't they give us a button pointing to it for
> no
> > other reason than to save us from the redundant and time-consuming track
> > reload? There's currently a "next session" button, why isn't there a
> > "restart current" or even "previous session" button when all the data
> > reinitialization capabilities are there as they obviously already are.
If
> > I restart a race 30 times, that's 15 minutes I spend looking at the
stupid
> > "loading" screen for no reason whatsoever other than someone at Papyrus
> > seems to think that maintaining the integrity of the "race weekend"
> > paradigm is more important than alleviating the frustration one
> experiences
> > when limited by such a linear gameplay design.
> > Beyond saves and restarts, I don't even understand why you have to
qualify
> > in the first place. There ought to be a screen where you drag names
from
> > the 2001 roster on the left to what grid position you want that driver
to
> > be in on the right. A "randomize" button (the same function
> > programmatically that currently resolves qual times) could fill in the
> rest
> > of the field with the remaining unselected drivers. You could define
> > whether this was a starting grid or a mid-race restart under yellow
> > including the number of laps elapsed and number of laps since the lead
> cars
> > last pitted. This is the kind of stuff that simulators do best and the
> > means by which we can extract the most enjoyment from them, yet N4 is
> > completely devoid of any such functionality. It's unfathomable that the
> > game designer has decided that the only way I ought to get good track
> > position in this GAME is by actually going through the motions of
> > qualifying. Those who enjoy qualifying, as I *sometimes* do, ought to
be
> > able to do so to their heart's content. But it shouldn't be the ONLY
> > avenue available to get to some quick dirty racing, and the bottom line
is
> > those who don't enjoy qualifying, who bought or might buy N4 just to
> > experience SOME of the thrill of NASCAR racing and not necessarily every
> > last painful detail of it, are going to quit playing the game long
before
> > they're going to change their minds and decide that qualifying and all
> > the other minutia is fun, and that's a deathknell for anyone who wants
to
> > see Nascar 4 prosper.
> > Nor can you practice critical skills like in-race pitstops or last lap
> > sprints. How are you ever supposed to get good at the physical and
> > strategic elements of pit-stopping if the only time you get to do it is
> > while running a real race? Pit-stopping during a practice session
doesn't
> > have anything to do with what it's like to pit under real race
conditions
> > and the decisions that must be made accordingly. No "what if I'd only
> > taken two tires that last stop?", "what if I'd splashed off instead of
> > taking a whole can of fuel -- would I have made it?", or even the
simple,
> > "gosh, those last 20 laps were so fun I'd just like to play them over
and
> > over and over again -- not the whole race, just those last 20 laps"?
How
> > are we supposed to get that kind of experience for real race conditions
> > when there's no way to go out and repetitively practice those evolutions
> > under real race conditions? Except for those who have the time and
> > inclination to make excelling at Nascar 4 a primary objective of their
> > life, the only thing the rest of us casual gamers can get really good at
> is
> > race starts, because that's the only thing we get to do over and over
and
> > over again, whether or not we want to.
> > It seems the only part of racing that Papyrus wants us to experience to
is
> > how utterly frustrating it can be. Um, thanks, but that's really not
why
> I
> > buy ENTERTAINMENT software in the first place. Despite its phenomenal
new
> > physics engine, gorgeous graphics, and the "you-are-there" feeling it
> > invokes like no predecessor before it, I'm finding N4 to be an
exceedingly
> > frustrating experience, all because of some mind-bogglingly restrictive
> and
> > short-sighted decisions regarding its user interface.
> > - Rick