On Tue, 31 Mar 1998 10:35:12 -0500, "Marc Collins"
>Joe's points are fairly simple: most NFS fans want the non-closed tracks. A
>game that is supposed to simulate road driving should do just that. These
>are not road courses like you find in CART or whatever, they are just plain
>roads. Most NFS fans also want a realistic in-car view, which also should
>never have been left out of NFS2.
minutes to complete it. Enjoy.
Considering it takes 3-4 minute to do a single lap, sitting in one
place isn't a strategy the cops impliment to any degree. The cops are
practically always on your tail. Who cares if that's realistic or
not? It keeps the atmosphere exciting, and that's the important
thing.
Peter Bott
>>>>Can you direct me to those surveys?
>>>No, I don't have the references (they were web surveys, there were
>>>several of them when NFS2 came out about a year ago).
>>Well, it would have been interesting to see what the people who filled
>>out those surveys had to say about the product and themselves, and
>>whether or not there was a good mix of people in the surveys. If you
>>look here at the newsgroups, the respons has been about 95% positive
>>for NFS3, and yours is the FIRST message I've seen by someone griping
>>about the missing straightline segment tracks of NFS1. If it was THAT
>>important, you'd think people besides you would be screaming about it.
>>>Well, isn't it obvious? Why would a cop chase you around in a circular
>>>track that you can't get off?
>>This is an amusing question. Let me counter with this...why would a
>>cop chase you on a straight line track where if you got to a magical
>>point, you disappeared off the face of the earth and the cop could
>>never get you? That's what happens on NFS1, right? You go and if you
>>beat the cop to the finish line, oh well...toughies for him. As far
>>as whether a cop would chase you around in circles...the answer is
>>simple: If you go in huge several mile circles...and he's chasing
>>you, it logically follows he's going to chase you in circles! (though
>>in real life, as in the game, the cops start putting up road blocks
>>etc). Once you learn the shortcuts and the best ways to use off-road
>>stints they can be used to really spoil them...providing perhaps a way
>>to "get off" the track as you put it. At any rate, you have failed to
>>make any kind of reasonable argument that makes NFS1 look superior to
>>NFS3 in that regard. The fact is, you happen to be driving a long
>>twisty track that ultimately is a large closed circuit, and the cops
>>would like you to please not speed...Perfectly reasonable and I'd
>>expect no less in real life. Again I ask you...in what way is the
>>NFS3 premise stupid in a way that the NFS1 premise is NOT?
>>>I will grant you the point, however, that since the tracks are longer
>>>and more realistic from the sounds of things (not fantasy tracks) it
>>>doesn't sound quite as bad as NFS2.
>>What makes a track "fantasy"?
>>>But I wish EA would just give people what we are asking for for once!
>>Many people, including myself, feel like NFS3 does just that. When I
>>see legions of angry NFS1 owners screaming in the newsgroups about
>>missing straight line tracks, I'll concede that perhaps EA missed
>>something.
>>>One reason I dislike circuits is for precisely the reason that you
>>>like them - you become too familiar with the turns and tracks, which
>>>to me is another factor that detracts from the immersive feeling of
>>>being on real roads that NFS1 provided.
>>I fail to understand this point. Why couldn't you become just as
>>familiar with a straight segment based race after you'd done it
>>several times. It seems like your gripe is based upon the fact that
>>you do the segment once per game as opposed to doing it 2, 4 or 8
>>times per game in NFS3? And getting familiar with the tracks for Hot
>>Pursuit is great because you learn where you're most vulnerable to
>>spinning out or getting pulled over. And you also find out where the
>>cops are weak and learn to exploit that.
>>>It limits the replayability -
>>I respect your opinion, but I disagree. Almost every racer besides
>>NFS uses laps instead of straight line segments. If straight line
>>segments were in such high demand, don't you think we'd have more
>>racers that featured them? As for it limiting the replayability...I
>>don't see how. I can play for an indefinite period of time beating
>>the AI, then racing my ghost car and best times of others trying to
>>find precious seconds or tenths of seconds on courses, experimenting
>>with different car setups, trying different cornering techniques,
>>sliding versus grip cornering, etc. The straight line segments in
>>NFS1 were one of the reasons I stopped playing that game. I got tired
>>of going in more or less a straight line over and over.
>>> At the same time, even in the long non-circuit tracks of NFS1, I *did*
>become familiar enough with the
>>>layout of the road that I had a prety good idea what was coming up, so I
>could drive them aggresively.
>>Now you've got me confused..you just complained: "you become too
>>familiar with the turns and tracks, which to me is another factor that
>>detracts from the immersive feeling of being on real roads that NFS1
>>provided. "
>>and now you're saying that you DID become familiar enough with the
>>straight lined circuits to drive them aggressively, which was a BAD
>>thing for you about closed circuits.
>>I guess I feel like you're not doing a good job of making your
>>argument, either for stating that many other people agree with you and
>>are upset about this 'problem' in NFS3 or giving solid reasons why
>>straight lines are superior to closed circuits.
>>Randy
>>Randy Magruder
>>Contributing Reviewer
>>Digital Sportspage
>>http://www.racesimcentral.net/