An issue with MP and ideas for pitting

Have had this come up once or twice and was wondering if it has happened to anyone else...Had went through Qualifying and then the game would not allow the actual race to start..I believe the host had dropped out or something, I have also seen this happen when a streamer was playing a few weeks ago..I would recommend that the game sort of be on rails and once the host starts a lobby and chooses the practice, qualifying, and race parameters the game follows those parameters..Of course it may simply be a glitch. Also, and this is more of a food for thought, but I really dont understand why pitting is not simply automated..You pull in, and a screen similar to your telemetry hud comes up with the options..Drive through, fuel, tires, repair, fuel and tires- fuel tires and repair, the last being default..a slider for amount of fuel and tire preasure with 25 seconds to choose or it simply goes to default..the pit strategy button simply being this "pit hud" so you can set if you wish before entering the pit..and each element selected costing a set amount of time..having the pits being simple would take away the last element the game is really lacking for longer races..
 
My guess why the devs of racing games dont care about making pitstops simple is - that average game users get accustomed to even the most goofy pitstop menus after a while.
Or just leave without much noise.
Just check out as an example how defensive and often aggressive regular users of Raceroom does behave when new users (regularly) does question the logic(if any) there is behind Racerooms pitstop menu and settings.;)
 
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To be honest it seems like the MP glitch is sort of new..Let me also say that this last update went a long ways in making the cars feel much more real..The back end is no where near as forgiving and I mentioned it in a different thread and they did a really good job of dialing that back..To be honest, the pit stop stuff does not really affect me and is more of an issue that I have seen come up with streamers..Personally, I only want to have 20 to 30 min races and AMS2 is perfect for that..The way I see it, around 1 in every 3 or 4 races will have a driver where you both are on the same level and have a really fun race and the last thing I want to do is drive around for multiple hours doing laps with people who are way faster or slower..On a different topic, I wish we could all get together and campaign for Reiza to continue working on this title after the end of the year..I believe most people who are into the game would be happy to pay for some more content after they have fulfilled there obligations, just look at other games and consider what a steal it is to get what you do with AMS2 and continue working the game making it better..To my knowledge there is no other games Reiza could use for AMS3 for some time and this would keep the title growing.
 
With the amount of bugs and unfinished portions in this title, I'm sure they will continue developing this title for a few more yrs and will probably add a few more DLC's down the road to.

Which cars were you talking about in regards to the rear end being dialed back?

There's a video review on stock car from a Pro driver on the Reiza forms saying they need more exit grip, less drifting and the brakes are way to sensitive.

Some cars do feel better from the last build but there are still a few that I can't wrap my head around...the lancer is one, and the rear slides around like the tires are made of plastic.

Reading the beta section it sounds like they have added a new feature/force to the ffb that has greatly improved things...not sure the details but I guess we will find out near the end of the month :)
 
With the amount of bugs and unfinished portions in this title, I'm sure they will continue developing this title for a few more yrs and will probably add a few more DLC's down the road to.

Which cars were you talking about in regards to the rear end being dialed back?

There's a video review on stock car from a Pro driver on the Reiza forms saying they need more exit grip, less drifting and the brakes are way to sensitive.

Some cars do feel better from the last build but there are still a few that I can't wrap my head around...the lancer is one, and the rear slides around like the tires are made of plastic.

Reading the beta section it sounds like they have added a new feature/force to the ffb that has greatly improved things...not sure the details but I guess we will find out near the end of the month :)
To be honest the GT4s were almost silly with the amount of rotation it would allow before you would lose the back end and wreck, but I kind of get that some cars might be more geared toward newer drivers and to allow a class to have a little bit more forgiveness isnt exactly a bad thing..Even some of the GT3s would do it, but it was not really like an exploit, if you let the back end get away from you, the Traction Control would kick in and you would lose time, but being able to catch a car 15 to 20 degrees more than what is realistic makes the game fell off..A little is ok because it is a game, but with in reason..I really like where it is now, it could be a little more tight but its ok..The last few times I practiced, I can get a good set-up but after a few laps the tire wear starts to build up and if you have the car built for 1 or 2 good laps it starts stepping out..I think a lot of players dont realize this and cant understand why a good set up only last for a few laps..You have to add more grip with camber and aero to keep the car running good for even a 8 or 10 lap race..I kind of do with they would put a tire wear option in the other direction too..All they have is wear down fast, and I cant imagine anyone wanting that..If it went slower i think that would help alot for people wanting longer races..
 
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