Ring Racers Suggestions

But you know what is? Ringsting. I'm being punished for bumping into another player, or them bumping into me while I'm spinning out. It's especially annoying when you can't avoid it.
 
But you know what is? Ringsting. I'm being punished for bumping into another player, or them bumping into me while I'm spinning out. It's especially annoying when you can't avoid it.
Avoid draining your rings completely unless you're very confident you'll be able to recover before someone catches up to you. If someone does, you can nail them with a well-timed instawhip (look back is useful). Do note that Class G (Eggman's corner of the stat grid) recovers from ring sting and spinout the best while class C (Sonic's corner) has the worst recovery.
 
Avoid draining your rings completely unless you're very confident you'll be able to recover before someone catches up to you. If someone does, you can nail them with a well-timed instawhip (look back is useful). Do note that Class G (Eggman's corner of the stat grid) recovers from ring sting and spinout the best while class C (Sonic's corner) has the worst recovery.
Noted.
...which also leads me to bring up my worst scenario of Ringsting:
Playing Chemical Facility on Master.
(this track is so old, it existed before I was born. toxic palace was right there this track needs to rest imo)
 
I mean... why are you getting close to someone, or letting them get close to you, when you can see them charging the instawhip? The thing is, the instawhip is only usable when you have 0 rings, and keeping it charged sends you into ring debt. It's a highly risky and highly rewarding option for someone who's used up all their rings, and someone who's really good at the game is gonna get a lot of reward out of it. If you can nail them with an item, either they'll spend their instawhip to block it and need to recharge, or it'll knock 'em right out- not to mention, if you can manage to run into them, that'll make them spin out too. Regardless of how you feel it fits, it is a mechanic in the game, and the best thing to do if it's causing you so much trouble is to learn how to avoid getting hit by it.
Idk this all still feels kinda nonsense. The instawhip is like if you were in a footrace with someone and they shoved you on the ground the second you got close to them. I think it's just a ridiculous feature for a kart racing game lol.
 
That footrace comparison falls pretty flat considering all the other item-based means of attack...

Anyways, idk what else to tell you. I was trying to be helpful and constructive, and I'd say I pretty thoroughly explained not only the purpose of the instawhip but its use cases and counterplay, but rebuking with (mind my paraphrasing) "it's ridiculous nonsense"... Especially seeing as Ring Racers is already pretty full of stuff that could be considered 'ridiculous for a kart racing game'- need I mention Death Egg?-... I guess you could mod the instawhip out if you have the know-how, not that that'll help if you play on servers. Otherwise, your only options are to learn how to deal with it or just stop playing. Complaining about its existence isn't gonna make it go away.

While I'm at it, earlier you mentioned 'being punished for going faster than someone in a racing game'... You'd probably hate F-Zero. In X and GX for instance, boosting uses up your health bar (sound familiar?), and anyone ahead of you can jolt sideways to either send you careening into a wall, slowing you down and dealing more damage to you... or off the track entirely, eliminating you from the race outright. It's very punishing, and you have to learn how to deal with it to succeed, by playing more aggressively yourself, or more defensively. Unlike Ring Racers, when you get blown up in F-Zero, you're out of the race. And it's a lot easier to blow up in F-Zero. And while F-Zero isn't a kart racer with items, Ring Racers definitely carries some inspiration from it mechanically, and challenges the conventions of a more typical kart racing game. Think whatever you like about it, but that's the way the game is.
Idk this all still feels kinda nonsense. The instawhip is like if you were in a footrace with someone and they shoved you on the ground the second you got close to them. I think it's just a ridiculous feature for a kart racing game lol.
(i forgot to hit the quote button before i started typing oops)
 
That footrace comparison falls pretty flat considering all the other item-based means of attack...

Anyways, idk what else to tell you. I was trying to be helpful and constructive, and I'd say I pretty thoroughly explained not only the purpose of the instawhip but its use cases and counterplay, but rebuking with (mind my paraphrasing) "it's ridiculous nonsense"... Especially seeing as Ring Racers is already pretty full of stuff that could be considered 'ridiculous for a kart racing game'- need I mention Death Egg?-... I guess you could mod the instawhip out if you have the know-how, not that that'll help if you play on servers. Otherwise, your only options are to learn how to deal with it or just stop playing. Complaining about its existence isn't gonna make it go away.

While I'm at it, earlier you mentioned 'being punished for going faster than someone in a racing game'... You'd probably hate F-Zero. In X and GX for instance, boosting uses up your health bar (sound familiar?), and anyone ahead of you can jolt sideways to either send you careening into a wall, slowing you down and dealing more damage to you... or off the track entirely, eliminating you from the race outright. It's very punishing, and you have to learn how to deal with it to succeed, by playing more aggressively yourself, or more defensively. Unlike Ring Racers, when you get blown up in F-Zero, you're out of the race. And it's a lot easier to blow up in F-Zero. And while F-Zero isn't a kart racer with items, Ring Racers definitely carries some inspiration from it mechanically, and challenges the conventions of a more typical kart racing game. Think whatever you like about it, but that's the way the game is.

(i forgot to hit the quote button before i started typing oops)
Oh sorry. That was rude of me. I appreciate your insight and perspective, and the great thought you put into trying to explain it. I didn't really meant for that to be as a rebuke; I had just finally figured out how to word why instawhip feels wrong to me lol.
Anyway, I simply think items should be enough. I understand there's a risk-reward element to instawhip, but being able to attack other racers so freely feels like it feels like it gives people one option too many in their arsenal. Items should be enough. If you don't have items to defend yourself, then it should just be a matter of who's faster. Players having a melee attack they can whip out all willy nilly is just super weird and frustrating to me. I don't think it has any place in a kart racer; but as you pointed out, the same can be said for many aspects of this game, which I agree with. Like, why do you drop items when you get hit by explosives? Why do they make it a point to tell you growth and top can bypass tripwires, but so many of this game's tripwire shortcuts will straight up kill you if you don't use speed items like the sneakers or invincibility. It makes no sense. This game is brilliant but very weird.
 
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It would be nice to have an option to disable the flashing effect from ring boosting, separate from the general reduced VFX setting. I often mistake it for a lightning shield or voltage.
 
What if: multiple followers could be selected in the character + follower select menu (PLAYER SETUP) and follow your ring racer?
OR, have smaller versions of the playable characters as followers? (The former's more of a stupid idea if anything lol)
 
I just want GP mode to be better, because as it stands at this time, it was poorly executed. I'm talking about the three things that're plaguing GP mode: Rivals, Continues, and Difficulty.

The idea of Rivals is cool, you have three Rivals per each character and they do their best to win, but it did so in a bad way. The Rivals are rubber-banded, something that was widely hated in Mario Kart 64. Don't know it? Well, it's basically that the CPUs have extra boost power when you're in first. Except, it seems the Rivals do it for the entire race. Not to forget that the Rival also cheats with Items, they seem to pull out a Grow or Invincibly at the worse* time possible (*worse time possible means at the final lap). And they always, ALWAYS get into first. And let me tell you, when they finish first, there's no hope anymore for here and out. So I'm just asking for the Rivals to be removed or have their rubber-banded AI and cheating Items removed. I mean, yes, they could still be a challenge, but don't pressure me with your Super MAX level CPU that's cheating every race.

Continues, are cringe. They just exist to make you feel bad about yourself. Plus they tank your final score when you use one. It specially sucks on the Sealed Star Stages because you're killing your score just because you want the prize. Also they turn into limited attempts on those stages too. And it sucks, because you might be doing a challenge that requires Sealed Stars to be completed on GP mode, risking yourself to lose it all and having to redo the entire cup all over! Also why do I have to redo a map when I get the bottom half on a race? I'm now asking for the Continues and the whole race map redoing to be removed, and also the ability to turn off the bonus stages. Before you say "But the player can't beat the Sealed Star!" there's a "Give Up" button on the pause menu.

The Difficulty in GP mode is questionable. Most notably, why can't Relaxed mode can't access the Sealed Stars? And there's no middle man between Relaxed and Intense. So you'll have to get good and win rubber-banded CPU races, or stick to baby slow mode. Can we just let every Difficulty mode access the Sealed Stars, and add in a moderate difficulty mode that's on Gear 2? Because you can't just punish players that're not too good at the game.

The reason why I said all of that is because I was trying to do a S Rank run on my Double Gear Cup. And after game-overring on the Sealed Star, I think it's best to let this community know about my issues about GP mode. Some other people have these problems as well, and I don't blame them...
 
I feel like the game should encourage you to instawhip more singeplayer wise. As it stands currently, it rewards you to hold on to as many rings to the finish as you can and not go into ring debt which will happen if you hold on to instawhip for too long. Even giving extra lives, GP rank score, and unlocks for just holding 20 rings to the finish line not to mention the unlocks that require you to not go into ring debt. Holding 20 rings to the finish line isnt exactly a good strategy at all since rings tend to be used up towards the last stretch of the race to try and secure or steal a win. Even more so is that insta whip requires you to run out of rings to use it at all. Its ability to briefly avoid damage and be able to knock away invincible players is only mentioned in the manual and will likely never be discovered by the player unless they are on the receiving end of an instawhip while they are invincible for the latter. Spring Yard Zone demands that you require this knowledge with its spinning bars of spikeballs in tight spaces despite the fact most other hazards in the game are easily avoidable and that you may not be able to drain all of your rings (from either just having the max amount or receiving rings from a ringbox) in time to charge up the instawhip to avoid it so it winds up being a overly specific knowledge check that the player will not have had the opportunity to learn about so it just feels like bad design (and probably would have fit in better in a sealed star). I feel like the ring bonus should be removed entirely to encourage the instawhip (and online gameplay strategy since ring bonus isnt a thing in netgames) and have another way to get extra lives in the GP.
It should also be noted that the instawhip does not protect you from proximity mine explosions or the motobugs that stumble you seen in motobug raceway or mega green hill zone. I am not sure if that is unintended or not but I feel like instawhip should be able to protect you in those instances.
 
These past few comments have made me reflect on how bad the insta-whip really is, mainly because it just does more harm than good. Here's what I'd suggest to make it more balanced, and well, more usable, without being too far-fetched.

-Have it drain 1 ring per second, instead of 2 or 3
-Make its hitbox slightly bigger, so it has more chance to land and so it doesn't just get whiffed 90% of the time
-Make the time for which the hitbox lasts slightly longer (same reason as above)
-Allow the player to release insta-whip while being knocked around, to alleviate timing-based woes
 
Add in K_PlayWinSound into the LUA functions. It's self explanatory, it just plays the character's winning voice line. Weird how it's not in Ring Racers and Kart:worry:...
 
Suggestion:
Make it where if you have an addon character as your default character but don't have them loaded in the game, have it default you as the default CORE character of the engine class YOUR modded default was instead of just Eggman.

Example: Addon character set by default is Class D with s1-w5 stats but not loaded in, the character select will default to Motobug instead since he's the main skin of Class D
 
Suggestion:
Make it where if you have an addon character as your default character but don't have them loaded in the game, have it default you as the default CORE character of the engine class YOUR modded default was instead of just Eggman.

Example: Addon character set by default is Class D with s1-w5 stats but not loaded in, the character select will default to Motobug instead since he's the main skin of Class D
But what if you haven't unlocked said core character, or if they don't exist? Do you default to Eggman like the actual game?
Anyway, my suggestion is to have an option to turn rivals for grand prix mode on or off.
 
But what if you haven't unlocked said core character, or if they don't exist? Do you default to Eggman like the actual game?
Anyway, my suggestion is to have an option to turn rivals for grand prix mode on or off.
Honestly, I just wanna fill the ONE HOLE, O N E H O L E that's in my modded roster. (9 speed, 6 weight I think.)
 
But what if you haven't unlocked said core character, or if they don't exist? Do you default to Eggman like the actual game?
Anyway, my suggestion is to have an option to turn rivals for grand prix mode on or off.
I think they meant as in the 9 starter characters, notice how motobug's stats aren't (1,5)
 
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