I actually forgot about this and while I don't think it's a necessary addition I do have to admit the new track used for daytona just doesn't hit the same for me.Some suggestions from some guy you don't know:
uhh idk azure city classic or lovely afternoon or soemthing idk im just a guy on the internet.
- Ability to manually set cpus in match races, to either show off custom characters (and even followers) or make certain challenges eaiser without having to reset tracks or use a 2nd player
- Unlockable Music for
Daytona, Aurora Atoll and Blue Mountain that uses their OG tracks back in SRB2 Kart. (and selfish choice but Door Into Summer Classic Remix by Dr. Reverbnik for Isolated Island)- Ability to use all items on either battle or race tracks, for complete chaos.
- Extend the time for when you activate a draggable item but don't get slowed down. I feel like this grace period is a little too small, maybe even change it depending on how powerful the item is.
- if a challege has been keyed and not completly naturally, change the grey shading on the white square to a more cyan shading
I am pretty sure this is already a thingRequest for a specific server variable to be added, "Bot Quota"
This variable can be set to a value less than the current Max Player variable, and will fill the server with bots upto that player count taking other human players into account in the final value. This means on a server with a Bot Quota of 6 would have 6 bots, but as a player joins they remove the bot and replace them with themselves.
If it is, theres no documentation about it. I was told to make this request about this feature here from the discord.I am pretty sure this is already a thing
Part of the problem with the dynamic difficulty is that, for reasons I'm not sure, doing well in the prison break also increments it. Maybe to make getting to the sealed stars harder? But it feels a bit unfair at times and I don't think it should do this.The dynamic difficulty system can easily punish you for doing too well. I'm not sure if it's as bad as it used to be, but even on Intense difficulty doing well enough could cause the difficulty to spike beyond what the player is remotely expected to exceed at that difficulty level.
The ranking system feels like it's at odds with itself and the gameplay. It wants you to get as many rings as possible at the end of a race, but at the same time place as well as possible consistently across the entire race, especially when you're encouraged to burn as many rings as you can to race well. It doesn't help that quite often you'll have to sacrifice rings to scrape over the finish line in first when someone is rapidly catching up due to an item (usually the Rival being a cheating bastard as usual).
Either give the player the ability to use ring boost while holding items, or give them more incentive to hold on to them for strategic purposes, because right now items are more often than not a liability rather than an asset when you want to be ring boosting as often as possible.
Togen already touched on this, but we're not interested in making this type of change. Forcing an item-availability tradeoff wards against several categories of annoying play, forces the player to make important choices under pressure, and pushes an ebb-and-flow item-play dynamic where certain areas of the track are much more obviously dangerous than others—all things we like. (Plus, we've got some input-crunch problems already.)
You could probably make an enjoyable version of Ring Racers without that tradeoff, but it would have to come with some reevaluation of a lot of other systems. For instance, most frontrunner items are tuned strong because of the implicit tradeoff associated with using them well. Even after doing that, what you'd end up would still be pretty different than the game we're trying to make.
I half agree with this because while it does feel unsatisfying to use, there is at least one course built around the mechanic (Pestilence) and I actually really like its use there; driving off of a ramp and timing the fast fall to bounce off of a sneaker panel to not fall out of the course is really fun and satisfying, and I don't think you'd be able to accomplish it in quite the same way if it didn't have that bounce recoil like some server mods have removed. It makes me wish there were more courses that more obviously made use of the mechanic in this manner instead of most courses having long vertical drops that you fast fall down without much going on. Not a lot that can be done about though in vanilla outside of major track overhauls, but something for map makers to keep in mind.Fast falling shouldn't bounce, or at least not as much. The bounce can slow you down in situations where you'd think fast falling would actually be a good idea when it turns out it's just better to fall normally, which discourages using fast falling outside of situations where you absolutely need to.
Is this actually true? I know it seemed that that rings don't seem to weigh as heavily in determining your rank but do they really not impact it at all?1: Move Ring Bonus to the screen after the per-map letter grade. People still think its required for ranks on a per-map basis, while held rings only factor into continues and bonus points toward the final level grade. Moving it to the next screen and depositing them into the Total Rings tally would help people prioritize lap placement, since that's actually the only factor for per-course ranks from what I've seen.
This does reduce the cannon event effect so I would put more thought into it, but I like the direction. I think having custom Rivals sometimes appear as an unlock based on other profiles or friends (through a button to save their profile character as Rivals) would be great. Just don't pick from profiles with no custom colors or pets in case those are for control schemes like how I have my game set up.2: I think CPUs above Vicious difficulty should randomize their colors and be given random followers you unlocked/added. Not only is it a nice visual change of pace, it gives you more opportunities to see your large collection of followers.
I think I had that appear in my mind for a second before I forgot. Thanks for covering it. I would love to see an Encore difficulty, even if it works for all difficulties or just Vicious/Master.3: Speaking of visual changes, unless I missed it, is there really no cup difficulty that sets Encore mode? I've barely played Encore at all, and it seems like a bit of a waste of a cool feature. I have yet to see it come up in a netgame I didn't host and enable for the heck of it. It's practically exclusive to a certain spoiler and that's it.
Is this actually true? I know it seemed that that rings don't seem to weigh as heavily in determining your rank but do they really not impact it at all?