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RS3 Review

11 posts by 5 people · 20 Nov 2002 09:59 UTC - 23 Nov 2002 10:12 UTC

>"David G Fisher" <[email hidden]> wrote > "ymenard" <[email hidden]> wrote > > Another miss by Ubisoft. > > I am shocked by your response. Why, I'm shocked by your reply to my own response ;) -- -- Fran�ois M�nard <ymenard> -- http://ymenard.cjb.net/ -- This announcement is brought to you by the Shimago-Dominguez Corporation - helping America into the New World...
I am confused as to why you think it is a miss. I'd say its a direct hit. 1) You can customize the cars/cockpits/graphics/etc. to your heart's content (Isn't that what you been telling game developers to do for years? Wasn't it you who said along the lines of "Just give us a good core and the community will handle the rest...") 2) Same Accurate Tracks... To my recollection, aside from multiplayer and physics (which we will get to)... track accuracy has been your biggest beef with F1 Titles to date. 3) Force Feedback... Everyone who has handled the review version has said the FFB effects have been drastically improved 4) Physics.... Everyone I have talked to with the review version has agreed that the physics have improved dramatically. More visual cues accompanied by FFB effects to be expected have provided a unanimous vote of improvement. I am yet to find anyone who says it is the *same* as F1RC. 5) Multiplayer... there isn't much documentation on the multiplayer aspect in the review version... but a dedicated group of guys have been systematically decyphering the MP settings and determining the direct effect of each. So far... full fields have been accomplished with 6 viewable in front and 1 viewable in rear (ala GPL). Keep in mind this is on P2P with a lowly ADSL line hosting. Indications are that the bandwidth/speed is HOST dependant now... and that the clients need only 33.6 kbps regardless of competitor numbers. You can also customize the number of visible cars to improve gameplay as required. You can also set the different datarates to accompany a more frequent packet request for those with higher connections (and LAN environments). Indeed... initial indications are that this will actually BEAT GPL in the multiplayer department. Yes you heard me right.... with the correct settings... it will be an improvement over GPL in the MP area... on P2P basis no less. W're looking into a dedicated server availability as we speak... which should again improve multiplayer beyond P2P limitations. Before you blow it off... take a long hard look in the mirror at what you been asking for all these years... and then look again at RS3. I think you'll find that once you get over your embedded dislike for Ubi (we all know you hate them for other reasons) you'll find that Ubi were the only publishers with gonads big enough to provide what we been asking for. Give those who are spending time to wrap their heads around the game time... I think you'll be pleasantly surprised with what comes of it within a month of release (with a lot of help from the community of course). My 10 cents worth on the topic. Cheers, Schumi "ymenard" <[email hidden]> wrote in message news:0VJC9.6377$[email hidden]...
Quoted text (21 lines)> >"David G Fisher" <[email hidden]> wrote > > http://f1rc.simracing.dk/default.asp?id=14&uid1=35 > > > > David G Fisher > > > Another miss by Ubisoft. > > > > > > > > -- > -- Fran�ois M�nard <ymenard> > -- http://ymenard.cjb.net/ > -- This announcement is brought to you by the Shimago-Dominguez > Corporation - helping America into the New World... > >
What's the full name for this? RS3 isn't ringing any bells. -Larry "Ashley McConnell" <[email hidden]> wrote in message news:arjdek$fms$[email hidden]...
Quoted text (9 lines)> Schumi, > > Do you know if there will be qualifying in multiplayer (saveable ALA > mgprs2)? If so, bring it on :) > > All the best, > Ash > >
>"Jason 'Schumi' Murray" <[email hidden]> wrote > I am confused as to why you think it is a miss. I'd say its a direct hit. It's a mere evolution of the old game engine. There's nothing new. Heck, even the tracks looks to be the same. We're talking about a 2 year old game here. Things advance, I expected much more detail. Even the physics are simply a little evolution (which were already pretty basic). RS3 could have been released 2 years ago. Nothing makes it look like a modern 2002 title. > 2) Same Accurate Tracks... To my recollection, aside from multiplayer and > physics (which we will get to)... track accuracy has been your biggestbeef > with F1 Titles to date. I expect more. They could have been updated, tweaked, added, etc... but they simply didn't change anything. Seriously they mostly took the same tracks. No work has been done to correct the small errors. > 4) Physics.... Everyone I have talked to with the review version hasagreed > that the physics have improved dramatically. More visual cues accompaniedby > FFB effects to be expected have provided a unanimous vote of improvement.I > am yet to find anyone who says it is the *same* as F1RC. Everybody here said it was a small step. F1 2002 has everything superior to F1RC except the tracks. F1 2002 seems to have everything better to RS3 except the tracks. > 5) Multiplayer... there isn't much documentation on the multiplayer aspect > in the review version... Because there's not much. The community options, client/server architecture, etc... it's all not there. Nothing to compare to Papyrus. Sorry but if Ubisoft wants to play in the big leagues, they need to give me more then just that. It's not up to the role of the community to create that in 2002. > So far... full fields have been accomplished with 6 viewable in > front and 1 viewable in rear (ala GPL). Or all the cars like NR2002. GPL is not really what people should aim for multiplayer. NR2002 is 10x times better. -- -- Fran�ois M�nard <ymenard> -- http://ymenard.cjb.net/ -- This announcement is brought to you by the Shimago-Dominguez Corporation - helping America into the New World...
Larry 22 Nov 2002 17:48 UTC↳ reply to Larry#88716
Thanks :) -Larry "Dastardly Dan" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (9 lines)> On Thu, 21 Nov 2002 20:52:13 GMT, "Larry" <[email hidden]> wrote: > > >What's the full name for this? RS3 isn't ringing any bells. > > > >-Larry > > Racing Simulation 3. And they have already used this modifiable > approach years ago with Monaco Grand Prix Racing Simulation 2. >
Sounds great. Can't wait for Dec. 5th. David G Fisher "Jason 'Schumi' Murray" <[email hidden]> wrote in message news:CwaD9.57194$[email hidden]... > I am confused as to why you think it is a miss. I'd say its a direct hit. > > 1) You can customize the cars/cockpits/graphics/etc. to your heart'scontent > (Isn't that what you been telling game developers to do for years? Wasn'tit > you who said along the lines of "Just give us a good core and thecommunity > will handle the rest...") > > 2) Same Accurate Tracks... To my recollection, aside from multiplayer and > physics (which we will get to)... track accuracy has been your biggestbeef > with F1 Titles to date. > > 3) Force Feedback... Everyone who has handled the review version has said > the FFB effects have been drastically improved > > 4) Physics.... Everyone I have talked to with the review version hasagreed > that the physics have improved dramatically. More visual cues accompaniedby > FFB effects to be expected have provided a unanimous vote of improvement.I > am yet to find anyone who says it is the *same* as F1RC. > > 5) Multiplayer... there isn't much documentation on the multiplayer aspect > in the review version... but a dedicated group of guys have been > systematically decyphering the MP settings and determining the directeffect
Quoted text (9 lines)> of each. So far... full fields have been accomplished with 6 viewable in > front and 1 viewable in rear (ala GPL). Keep in mind this is on P2P with a > lowly ADSL line hosting. Indications are that the bandwidth/speed is HOST > dependant now... and that the clients need only 33.6 kbps regardless of > competitor numbers. You can also customize the number of visible cars to > improve gameplay as required. You can also set the different datarates to > accompany a more frequent packet request for those with higher connections > (and LAN environments). Indeed... initial indications are that this will > actually BEAT GPL in the multiplayer department. Yes you heard me
right....
Quoted text (12 lines)> with the correct settings... it will be an improvement over GPL in the MP > area... on P2P basis no less. W're looking into a dedicated server > availability as we speak... which should again improve multiplayer beyond > P2P limitations. > > Before you blow it off... take a long hard look in the mirror at what you > been asking for all these years... and then look again at RS3. I think > you'll find that once you get over your embedded dislike for Ubi (we all > know you hate them for other reasons) you'll find that Ubi were the only > publishers with gonads big enough to provide what we been asking for. Give > those who are spending time to wrap their heads around the game time... I > think you'll be pleasantly surprised with what comes of it within a month
of
Quoted text (33 lines)> release (with a lot of help from the community of course). > > My 10 cents worth on the topic. > > Cheers, > Schumi > > > "ymenard" <[email hidden]> wrote in message > news:0VJC9.6377$[email hidden]... > > >"David G Fisher" <[email hidden]> wrote > > > http://f1rc.simracing.dk/default.asp?id=14&uid1=35 > > > > > > David G Fisher > > > > > > Another miss by Ubisoft. > > > > > > > > > > > > > > > > -- > > -- Fran�ois M�nard <ymenard> > > -- http://ymenard.cjb.net/ > > -- This announcement is brought to you by the Shimago-Dominguez > > Corporation - helping America into the New World... > > > > > >

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