mx vs atv all out

tprice07
Posts
2384
Joined
9/29/2009
Location
Fort Dodge, IA, USA
11/28/2018 7:44am
I think my bike feels sluggish at the Goat Farm when its dark and foggy, but maybe that was intended to make it feel muddy?
I don't think my weather/time of day has changed at all. I'm fairly certain I have the update as well.
1
11/28/2018 8:21am
I think my bike feels sluggish at the Goat Farm when its dark and foggy, but maybe that was intended to make it feel muddy?
tprice07 wrote:
I don't think my weather/time of day has changed at all. I'm fairly certain I have the update as well.
Mine is stuck on the dark and foggy time of day. Ive only had the normal time of day twice and early morning once. I play a lot too. I wish you could pick.
1
peelout
Posts
18407
Joined
1/6/2011
Location
Ogden, UT, USA
11/28/2018 9:15am
i haven't played since the new patch, just poking my head in to say that i'm glad the clutch/gear glitch is gone. fuckin' cheaters.
4
TheREASZN
Posts
12
Joined
6/28/2018
Location
Phoenix, AZ, USA
11/28/2018 11:03am
peelout wrote:
i haven't played since the new patch, just poking my head in to say that i'm glad the clutch/gear glitch is gone. fuckin' cheaters.
haha

Hey everyone, I thought I'd pop in and touch on a few things:

Bike physics as it pertains to it's power did not get a change in this patch, so there shouldn't be any difference in that regard. The gearing changes we made only effected how your clutching interacted with downshifting into first when you're going really fast. That does not mean there isn't a bug, so if you can provide some video it may help us hunt down the problem if it exists.

Lead Designer Mike M is planning on doing another pass on the AI. This last pass did cover behavior and line choice, but the main priority was simply getting them to run more competitive lap times. Now that they can rip, he'll be able to spend more time on behavior. Thanks for the feedback in this regard, he watches this forum and it's very useful.

We also wish that the Time of Day setting could be a user interface option that you could toggle, but we're not quite there. Our priority this patch was to add a new piece of tech (TOD with individualized deformation), and make sure that it works. If you are continually getting the same TOD, make sure you don't go the casino, because you've got really bad luck (or good luck if you're getting the one you want :D). The systems picker is randomized with a certain likelihood that you'll get each of the different TOD's.

Would love to see you guys mixing it up with our more casual fans on our social platforms, to see how your ideas gel with theirs. Would be great for our feedback collecting efforts for All Out and what follows.

Cheers,

Devon

The Shop

-MAVERICK-
Posts
67483
Joined
3/26/2015
Location
Ontario, CA
11/28/2018 11:57am
^^^ "Would love to see you guys mixing it up with our more casual fans on our social platforms, to see how your ideas gel with theirs."

That would just be a shit show lol.

Could be entertaining?
1
Sweetd31
Posts
619
Joined
3/28/2018
Location
Deer Park, TX, USA
11/28/2018 12:09pm
peelout wrote:
i haven't played since the new patch, just poking my head in to say that i'm glad the clutch/gear glitch is gone. fuckin' cheaters.
TheREASZN wrote:
haha Hey everyone, I thought I'd pop in and touch on a few things: Bike physics as it pertains to it's power did not get a...
haha

Hey everyone, I thought I'd pop in and touch on a few things:

Bike physics as it pertains to it's power did not get a change in this patch, so there shouldn't be any difference in that regard. The gearing changes we made only effected how your clutching interacted with downshifting into first when you're going really fast. That does not mean there isn't a bug, so if you can provide some video it may help us hunt down the problem if it exists.

Lead Designer Mike M is planning on doing another pass on the AI. This last pass did cover behavior and line choice, but the main priority was simply getting them to run more competitive lap times. Now that they can rip, he'll be able to spend more time on behavior. Thanks for the feedback in this regard, he watches this forum and it's very useful.

We also wish that the Time of Day setting could be a user interface option that you could toggle, but we're not quite there. Our priority this patch was to add a new piece of tech (TOD with individualized deformation), and make sure that it works. If you are continually getting the same TOD, make sure you don't go the casino, because you've got really bad luck (or good luck if you're getting the one you want :D). The systems picker is randomized with a certain likelihood that you'll get each of the different TOD's.

Would love to see you guys mixing it up with our more casual fans on our social platforms, to see how your ideas gel with theirs. Would be great for our feedback collecting efforts for All Out and what follows.

Cheers,

Devon

You know what we want....Angry
tprice07
Posts
2384
Joined
9/29/2009
Location
Fort Dodge, IA, USA
11/28/2018 12:24pm Edited Date/Time 11/28/2018 12:26pm
peelout wrote:
i haven't played since the new patch, just poking my head in to say that i'm glad the clutch/gear glitch is gone. fuckin' cheaters.
TheREASZN wrote:
haha Hey everyone, I thought I'd pop in and touch on a few things: Bike physics as it pertains to it's power did not get a...
haha

Hey everyone, I thought I'd pop in and touch on a few things:

Bike physics as it pertains to it's power did not get a change in this patch, so there shouldn't be any difference in that regard. The gearing changes we made only effected how your clutching interacted with downshifting into first when you're going really fast. That does not mean there isn't a bug, so if you can provide some video it may help us hunt down the problem if it exists.

Lead Designer Mike M is planning on doing another pass on the AI. This last pass did cover behavior and line choice, but the main priority was simply getting them to run more competitive lap times. Now that they can rip, he'll be able to spend more time on behavior. Thanks for the feedback in this regard, he watches this forum and it's very useful.

We also wish that the Time of Day setting could be a user interface option that you could toggle, but we're not quite there. Our priority this patch was to add a new piece of tech (TOD with individualized deformation), and make sure that it works. If you are continually getting the same TOD, make sure you don't go the casino, because you've got really bad luck (or good luck if you're getting the one you want :D). The systems picker is randomized with a certain likelihood that you'll get each of the different TOD's.

Would love to see you guys mixing it up with our more casual fans on our social platforms, to see how your ideas gel with theirs. Would be great for our feedback collecting efforts for All Out and what follows.

Cheers,

Devon

Time of Day
I'll have to double check my updates but I'm fairly certain it's up-to-date and I'm not seeing any Time of Day changes on my system (PS4).

Time Trail - Bike Tuning/Selection + Setting Profiles
Please add the tuning/vehicle selection to the Time Trial mode. It would allow users to accurately test and tune and see immediately whether or not it was better on the lap times. Adding setting profiles would be nice as well. I could see running a profile for each mode or even in some cases a particular track.

Controller Profiles - Gyro/Axis Control for leaning/steering on PS4
I can do this on PC no problem, just add a configuration to single stick, then map the gyro/axis to the Thumb Stick. It's a bit of a novelty, but still fun to do.


Bug Report
Also, one bug report. If you go into the tuning menu and edit the sliders using the Thumbsticks and D-Pad then move down to the next slider and adjust it will adjust the setting on the non selected sliders. Make sense?

Misc Wishlist
It would be nice to be able to set our "home' track/location. So when the game boots up I want to be sitting at RC's track. Also, at the end of a series, add the tab for track selection, I don't necessarily want to continue to the next round or Exit to the current home track.

Really enjoying the game, keep up the good work, you guys do amazing stuff with such a small team.
Marty1028
Posts
966
Joined
10/5/2017
Location
Lafayette, IN, USA
11/28/2018 1:12pm
Guess we will find out if we get nats on friday.
Lastander
Posts
1238
Joined
10/9/2016
Location
SE
11/28/2018 1:56pm
TheREASZN wrote:
haha Hey everyone, I thought I'd pop in and touch on a few things: Bike physics as it pertains to it's power did not get a...
haha

Hey everyone, I thought I'd pop in and touch on a few things:

Bike physics as it pertains to it's power did not get a change in this patch, so there shouldn't be any difference in that regard. The gearing changes we made only effected how your clutching interacted with downshifting into first when you're going really fast. That does not mean there isn't a bug, so if you can provide some video it may help us hunt down the problem if it exists.

Lead Designer Mike M is planning on doing another pass on the AI. This last pass did cover behavior and line choice, but the main priority was simply getting them to run more competitive lap times. Now that they can rip, he'll be able to spend more time on behavior. Thanks for the feedback in this regard, he watches this forum and it's very useful.

We also wish that the Time of Day setting could be a user interface option that you could toggle, but we're not quite there. Our priority this patch was to add a new piece of tech (TOD with individualized deformation), and make sure that it works. If you are continually getting the same TOD, make sure you don't go the casino, because you've got really bad luck (or good luck if you're getting the one you want :D). The systems picker is randomized with a certain likelihood that you'll get each of the different TOD's.

Would love to see you guys mixing it up with our more casual fans on our social platforms, to see how your ideas gel with theirs. Would be great for our feedback collecting efforts for All Out and what follows.

Cheers,

Devon

Mixing it up with your casual fans? Holt and i were super active when the game first launched, commented about the pro’s and cons and how to improve the overall game.
Also tried to sway some people that quit after 5 minutes and so on.

Never a reaction, a notice or whatnot, sent multiple ”bug reports” to your Facebook but only got the spam reply.
But when im guessing a relative to Tyler comments ”i wuld like some really fasst Suszuki quads with some monster stickers or a grave diggur monster truck”, it gets the ”yeah fam we hear you, that would be lit BRO!!???”, but thats maybe the target customer these days, it got boring trying to do the marketing for you is what im getting at.

I havent started the game since FH4 launched, and im still holding out for another update of the sounds, tuning settings and some other things before i give it another go, but man i miss talking smack and battling with Sophisticate and the guys when RS444 called us out for clutch glitching ?
joshflo
Posts
176
Joined
5/1/2017
Location
USA
11/28/2018 3:02pm
Sweetd31 wrote:
Fu, you are too the point where you outta hop on the 125, 250, hell even 500 depending on how your comp is to mix it...
Fu, you are too the point where you outta hop on the 125, 250, hell even 500 depending on how your comp is to mix it up. People get pissed when you you slaughter them by 45+ seconds. Just my two cents.

Ps: racingsalmon always quits our lobbies once he gets behind (yeah I’m trash talking)
Rs444 wrote:
Haha my ass i do ?. You're nelson right? If so the reason i quit the other day was because of bike feeling retarded after update...
Haha my ass i do ?. You're nelson right? If so the reason i quit the other day was because of bike feeling retarded after update Wink
Sweetd31 wrote:
Busted! Haha
Cool now I kinda know who I’ve been racing. I have Nelson on my friends list and fuhboi always smokes me lol. I’m JFLO FYB
MW19
Posts
334
Joined
10/17/2011
Location
San Diego, CA, USA
11/28/2018 3:07pm
Marty1028 wrote:
Guess we will find out if we get nats on friday. [img]https://p.vitalmx.com/photos/forums/2018/11/28/306131/s1200_Screenshot_2018_11_28_16_09_55.jpg[/img]
Guess we will find out if we get nats on friday.
My guess: Some new custom National tracks. No replica ama tracks.
zehn
Posts
7895
Joined
1/15/2013
Location
Anchorage, AK, USA
11/28/2018 3:24pm
Marty1028 wrote:
Guess we will find out if we get nats on friday. [img]https://p.vitalmx.com/photos/forums/2018/11/28/306131/s1200_Screenshot_2018_11_28_16_09_55.jpg[/img]
Guess we will find out if we get nats on friday.
MW19 wrote:
My guess: Some new custom National tracks. No replica ama tracks.
Fine with me. People get all hung up on replicas but they can make some badass tracks that aren’t replicas.
11/28/2018 5:59pm
I was kinda thinking it was gonna be replicas from things they’ve posted. I’m leaning more towards nationals but tracks they created now. The picture they posted about the new leaderboards had Crescent Lakes on the sign so that’s probably one of them. If they are designed like the goat farm with a realistic feel, I’ll be fine with that.
flatout111
Posts
2694
Joined
10/17/2015
Location
Raleigh, NC, USA
11/28/2018 8:14pm
There is just something cool about recreating these iconic tracks that we have in our series. I mean who doesn't want a beautifully rendered Red Bud, Budd's Creek, Hangtown, Southwick.

Yes, if done well then created Nationals can be fine but they will NEVER replace the special feeling you get when replicating one of these iconic masterpieces we have on our circuit. And it is made even more special in that we haven't had it on console in nearly 15 years.

Nothing anyone says will alter my opinion on that. I hope they can pull it off. If they do it will be huge.

Monster Energy SX and MXGP are both officially represented. Why can't Lucas Oil Pro Motocross be done so as well?
4
1
MotoMo165
Posts
1415
Joined
4/3/2014
Location
USA
11/29/2018 12:19am Edited Date/Time 11/29/2018 1:04am
flatout111 wrote:
There is just something cool about recreating these iconic tracks that we have in our series. I mean who doesn't want a beautifully rendered Red Bud...
There is just something cool about recreating these iconic tracks that we have in our series. I mean who doesn't want a beautifully rendered Red Bud, Budd's Creek, Hangtown, Southwick.

Yes, if done well then created Nationals can be fine but they will NEVER replace the special feeling you get when replicating one of these iconic masterpieces we have on our circuit. And it is made even more special in that we haven't had it on console in nearly 15 years.

Nothing anyone says will alter my opinion on that. I hope they can pull it off. If they do it will be huge.

Monster Energy SX and MXGP are both officially represented. Why can't Lucas Oil Pro Motocross be done so as well?
Super long post from phone be warned.
I’ve always just assumed it is because sx is FIM and easier to deal with, so milestone was able to do so. Same goes for the mxgp seriess.. FIM national tracks. But they also get all the major bike brands. Maybe in the same contract? Just speculating. Then again mxvsatv series has the major bike brands too, but we have to pay for them lol.
I support both games and really like the direction the current mxvsatv series devs are handling the game (updating, taking peoples feedback, hopefully from real moto riders.. It really is bad ass). I prefer gp pro though.
The consistency the game has online is actually pretty good. Some kinks like voting for weather/track at the very last second makes you lose connection.. rarely do lobbies crash. The fast riders have some epic battles that seriously look like your usual moto battle on TV. I have some videos recorded to back this up lol game looks sick once you get good.
battles just dicing it up but you have to be careful because of shit servers when more than 7 riders.
Both have steep learning curves (more so mxvsatv).
The thing is with mxgp series is their games are always somewhat similar but with updated/tweaked physics. Mxgp 1 probably was the most fun (once you get over the annoying drifting, literally like the only way to turn in that game lol). but you could really manual and roll thru whoops And if executed correctly was really rewarding fun. Could also soak up jumps. You can manual in gp pro but it doesn’t feel right haha.
I think if these devs from either company would invite the top online guys from either the mxgp series/mxvsatv series over to their offices we would be more help than the real pros they bring in (this could just be for publicity, and that makes total sense).
Because the top online guys literally know the game that well that they know all the littlest kinks and what tweaks would make
The next game even better.
Also, mx vs atc is always a new game every time (in terms of how it’s played) why not build off the same game every release instead of starting from scratch?
PS: I was one of the fastest on reflex that game was great. Game like reflex with good cornering physics would be best moto game ever.
Idk just rambling
Sweetd31
Posts
619
Joined
3/28/2018
Location
Deer Park, TX, USA
11/29/2018 5:25am
flatout111 wrote:
There is just something cool about recreating these iconic tracks that we have in our series. I mean who doesn't want a beautifully rendered Red Bud...
There is just something cool about recreating these iconic tracks that we have in our series. I mean who doesn't want a beautifully rendered Red Bud, Budd's Creek, Hangtown, Southwick.

Yes, if done well then created Nationals can be fine but they will NEVER replace the special feeling you get when replicating one of these iconic masterpieces we have on our circuit. And it is made even more special in that we haven't had it on console in nearly 15 years.

Nothing anyone says will alter my opinion on that. I hope they can pull it off. If they do it will be huge.

Monster Energy SX and MXGP are both officially represented. Why can't Lucas Oil Pro Motocross be done so as well?
MotoMo165 wrote:
Super long post from phone be warned. I’ve always just assumed it is because sx is FIM and easier to deal with, so milestone was able...
Super long post from phone be warned.
I’ve always just assumed it is because sx is FIM and easier to deal with, so milestone was able to do so. Same goes for the mxgp seriess.. FIM national tracks. But they also get all the major bike brands. Maybe in the same contract? Just speculating. Then again mxvsatv series has the major bike brands too, but we have to pay for them lol.
I support both games and really like the direction the current mxvsatv series devs are handling the game (updating, taking peoples feedback, hopefully from real moto riders.. It really is bad ass). I prefer gp pro though.
The consistency the game has online is actually pretty good. Some kinks like voting for weather/track at the very last second makes you lose connection.. rarely do lobbies crash. The fast riders have some epic battles that seriously look like your usual moto battle on TV. I have some videos recorded to back this up lol game looks sick once you get good.
battles just dicing it up but you have to be careful because of shit servers when more than 7 riders.
Both have steep learning curves (more so mxvsatv).
The thing is with mxgp series is their games are always somewhat similar but with updated/tweaked physics. Mxgp 1 probably was the most fun (once you get over the annoying drifting, literally like the only way to turn in that game lol). but you could really manual and roll thru whoops And if executed correctly was really rewarding fun. Could also soak up jumps. You can manual in gp pro but it doesn’t feel right haha.
I think if these devs from either company would invite the top online guys from either the mxgp series/mxvsatv series over to their offices we would be more help than the real pros they bring in (this could just be for publicity, and that makes total sense).
Because the top online guys literally know the game that well that they know all the littlest kinks and what tweaks would make
The next game even better.
Also, mx vs atc is always a new game every time (in terms of how it’s played) why not build off the same game every release instead of starting from scratch?
PS: I was one of the fastest on reflex that game was great. Game like reflex with good cornering physics would be best moto game ever.
Idk just rambling
No offense, but there is very little I would want adapted from the mxgp series into all out. (Veteran of 4 milestone games, not just talking out my ass)

They plan for content through the end of the calendar year 2019, so don’t ride replicas off just yet. But highly unlikely that is what is dropping in December
Marty1028
Posts
966
Joined
10/5/2017
Location
Lafayette, IN, USA
11/29/2018 6:57am Edited Date/Time 11/29/2018 6:58am
flatout111 wrote:
There is just something cool about recreating these iconic tracks that we have in our series. I mean who doesn't want a beautifully rendered Red Bud...
There is just something cool about recreating these iconic tracks that we have in our series. I mean who doesn't want a beautifully rendered Red Bud, Budd's Creek, Hangtown, Southwick.

Yes, if done well then created Nationals can be fine but they will NEVER replace the special feeling you get when replicating one of these iconic masterpieces we have on our circuit. And it is made even more special in that we haven't had it on console in nearly 15 years.

Nothing anyone says will alter my opinion on that. I hope they can pull it off. If they do it will be huge.

Monster Energy SX and MXGP are both officially represented. Why can't Lucas Oil Pro Motocross be done so as well?
The reason why these companys can replicate supercross and MXGP and get the licenses is because the fim have the rights to all the tracks. Here in the ama all the tracks are privately owned and each track owner wants a slice of coin to put their track in the game. Some want a ton to be in the game and others dont care. Thats why its so hard to replicate nats.
MotoMo165
Posts
1415
Joined
4/3/2014
Location
USA
11/29/2018 3:11pm
flatout111 wrote:
There is just something cool about recreating these iconic tracks that we have in our series. I mean who doesn't want a beautifully rendered Red Bud...
There is just something cool about recreating these iconic tracks that we have in our series. I mean who doesn't want a beautifully rendered Red Bud, Budd's Creek, Hangtown, Southwick.

Yes, if done well then created Nationals can be fine but they will NEVER replace the special feeling you get when replicating one of these iconic masterpieces we have on our circuit. And it is made even more special in that we haven't had it on console in nearly 15 years.

Nothing anyone says will alter my opinion on that. I hope they can pull it off. If they do it will be huge.

Monster Energy SX and MXGP are both officially represented. Why can't Lucas Oil Pro Motocross be done so as well?
MotoMo165 wrote:
Super long post from phone be warned. I’ve always just assumed it is because sx is FIM and easier to deal with, so milestone was able...
Super long post from phone be warned.
I’ve always just assumed it is because sx is FIM and easier to deal with, so milestone was able to do so. Same goes for the mxgp seriess.. FIM national tracks. But they also get all the major bike brands. Maybe in the same contract? Just speculating. Then again mxvsatv series has the major bike brands too, but we have to pay for them lol.
I support both games and really like the direction the current mxvsatv series devs are handling the game (updating, taking peoples feedback, hopefully from real moto riders.. It really is bad ass). I prefer gp pro though.
The consistency the game has online is actually pretty good. Some kinks like voting for weather/track at the very last second makes you lose connection.. rarely do lobbies crash. The fast riders have some epic battles that seriously look like your usual moto battle on TV. I have some videos recorded to back this up lol game looks sick once you get good.
battles just dicing it up but you have to be careful because of shit servers when more than 7 riders.
Both have steep learning curves (more so mxvsatv).
The thing is with mxgp series is their games are always somewhat similar but with updated/tweaked physics. Mxgp 1 probably was the most fun (once you get over the annoying drifting, literally like the only way to turn in that game lol). but you could really manual and roll thru whoops And if executed correctly was really rewarding fun. Could also soak up jumps. You can manual in gp pro but it doesn’t feel right haha.
I think if these devs from either company would invite the top online guys from either the mxgp series/mxvsatv series over to their offices we would be more help than the real pros they bring in (this could just be for publicity, and that makes total sense).
Because the top online guys literally know the game that well that they know all the littlest kinks and what tweaks would make
The next game even better.
Also, mx vs atc is always a new game every time (in terms of how it’s played) why not build off the same game every release instead of starting from scratch?
PS: I was one of the fastest on reflex that game was great. Game like reflex with good cornering physics would be best moto game ever.
Idk just rambling
Sweetd31 wrote:
No offense, but there is very little I would want adapted from the mxgp series into all out. (Veteran of 4 milestone games, not just talking...
No offense, but there is very little I would want adapted from the mxgp series into all out. (Veteran of 4 milestone games, not just talking out my ass)

They plan for content through the end of the calendar year 2019, so don’t ride replicas off just yet. But highly unlikely that is what is dropping in December
Lol it wouldnt even be able to adapt from mxgp series the two are so different. I just wish milestones listened the way rainbow does that’s all
VicDaMoan03
Posts
611
Joined
5/30/2013
Location
Los Lunas, NM, USA
11/30/2018 12:24pm
Ill buy whatever they are Im sure it will be awesome
greenmx5
Posts
1641
Joined
4/1/2014
Location
USA
11/30/2018 12:31pm Edited Date/Time 11/30/2018 12:33pm
If it's not the replica nationals, there's going to be a lot of pissed off people that were led on. I mean they're leading people to believe it even more by saying it's nationals... If it ends up not being the real tracks... oh boy.
1
1
VicDaMoan03
Posts
611
Joined
5/30/2013
Location
Los Lunas, NM, USA
11/30/2018 12:41pm
I mean if is not replicas, what the point? We already have their original nationals that shipped with the game and to be honest they're not very good. They tried their had at replica's twice with Stewart Compound and GOAT Farm and both of those have been great.
1
Sweetd31
Posts
619
Joined
3/28/2018
Location
Deer Park, TX, USA
11/30/2018 1:00pm
At this point we all better hope it is the layouts of the official tracks with fake names. Cause it aint looking good.
I cant think of a parody, psuedo-name, or play on words involving Crescent Lakes
flatout111
Posts
2694
Joined
10/17/2015
Location
Raleigh, NC, USA
11/30/2018 1:10pm Edited Date/Time 11/30/2018 1:24pm
To those who say why are replicas so important. Well, to me it is twofold.

One, I love the AMA Outdoor Motocross tracks. The tracks are iconic and as much a part of motocross as the riders, teams and bikes are. Actually, more so. They are historic in most cases. So it's only natural that if you love the sport you want to be able to ride on 1 to 1 scale tracks of the real tracks. Plus it also is cool to ride it and compare lines to real life. Even if it is an arcade style game. Anyone who denies those facts are just fooling themselves.

It was genuinely exciting to be able to ride their 2017 SX track replicas in Encore the week of the race. Unfortunately it was on a really poor game. All Out is a great platform. It with nice replica tracks would be so good. Hence the Goat Farm.

Two, the Stewart Compound and Goat Farm are literally amazing and the best thing this company has ever produced. Every other National... in my opinion.... has been subpar and not that good. I know some disagree with that and that's cool but to me, unless they are replicating a real track, their Outdoor tracks are always average at best and usually subpar.

That is why I want replicas. But, it never seems to happen. We'll see but if these tracks were going to be replicas they def wouldn't showcase a non replica track as the first teaser so I think it's going to be what we usually get and just made up tracks. I'll support it but I'm not going to lie. Hugely disappointing.

Again, they may be good tracks but they are going to have to be significantly improved from the games initial MX tracks. And I'll just be bummed as I really hoped we'd finally get real tracks. It's only been 14 years.

But hey, it is what it is. Hoping for the best.
1
11/30/2018 7:04pm
If the upcoming dlc tracks have a realistic feel they should be really good. The goat farm track is really good and if these new tracks are rough and rutted like it they should be good regardless if their real tracks or not. I still hope we get the real tracks at some point and I would think they’d like to do them if possible. I guess we’ll just have to wait and see.










11/30/2018 7:49pm
I saw a comment on instagram, someone asked if the terrain deformation will be like the Goat Farm. They replied and said it's better and there is a ground physics tweak coming.
2
Marty1028
Posts
966
Joined
10/5/2017
Location
Lafayette, IN, USA
11/30/2018 7:50pm
Sweetd31 wrote:
At this point we all better hope it is the layouts of the official tracks with fake names. Cause it aint looking good. I cant think...
At this point we all better hope it is the layouts of the official tracks with fake names. Cause it aint looking good.
I cant think of a parody, psuedo-name, or play on words involving Crescent Lakes
thats what i got to thinking

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