Ring Racers Suggestions

Add dang antialiasing to big the cat's icons and/or redo his sprites entirely, they barely fit the artstyle well and that dang antialiasing missing is triggering me so much when the rest of the cast has it.
1748915356024.png
1748915389078.png
1748915403322.png
1748915420280.png

Also, Skins. It would be cool to change your appearance in a online multiplayer match, or maybe even locally, or heck. I'll say it! Custom racers online (But with some limitations of course) also a option to make characters silent instead of having voicelines in kartmaker, if the option is yes, the racer is silent, then it uses some blank sfx in the sfx files or just not play any sfx at all instead of having to manually change all the sfx to a blank sfx in kartmaker (which it compiles the character with the same amount of sfx as any character even if there is one, aka duplicates.)
 
i'm relatively new to this game (but i've played lots of other racers), i'm about 400 races in and wanted to talk about a few new-player things that i think might not be obvious.
  • first off, oh my gosh this is the best racing game i've ever played, just keep it up and feel free to ignore the rest, you all clearly know what you're doing 😄
  • does the tutorial mention ring sting (and especially the contact damage part)? It probably does and it sounds extremely obvious and you have the indicator and everything, but it still took me a few hours and made things noticeably rough, not sure if it's just me
  • it feels like the tutorial didn't give me enough time to practice my fundamentals before going straight into the advanced stuff, it was a bit overwhelming even as a racing nut. I feel like it could be rearranged so the advanced/specific stuff (whip, trick panels, etc) could be moved to a separate tutorial that you only unlock after beating a few cups? It'd be nice to have an explicit reason to go visit those characters later in the game too since they're adorable together ♥
  • the only item i don't like is orbinaut, because no matter what i do it's always much more likely to hit myself instead of my opponent. Which, while immensely funny, means i just toss all of them backwards to not risk it, which is lame. Maybe just half stun if you hit yourself
  • i mentioned auto-accel stuff in another post but i've thought about it more, it's a very big accessibility hurdle for me so it'd be nice to have more control options in the game. My ideal control scheme i think would be: always accelerating by default, hold A to cut the engine, hold X to regular brake, hold A+X to e-brake. So basically just flipping "no buttons held" with "only A held" and leaving all other buttons/combinations the same. (Maybe you need to tap A once at the start of the race to get it going but then it'd auto-hold forever)
  • i'd love a little icon in the corner when you get hit showing the attacker's portrait and the item/technique that they got you with! Early on i'd be very confused why i took damage; now i've gotten used to it and i can understand each hit but a visual aid would've helped. Plus i think it'd be funny
thank you for listening and thanks for making such an amazing game 😄
 
I wonder if in the next version it will be made possible to play with a mix of keyboard and controller on one profile instead of one or the other; that was something I always liked doing back in Kart in the event I don't feel like reaching for my controller.
 
I've been playing this game for the past week now (brutal, but fun!), and I've noticed that the Insta-Whip tends to be horribly underused in races due to it only being used when you have no rings, which in my experience so far isn't that common. I think it would be really neat if there was a separate button for the Insta-Whip, probably the action button (or Z button in game) since apart from the tutorial, I don't think I've ever really used that button so far, and I'm unsure as to what else its used for? In any case, the whip would be more accessible, you could still keep the Ring draining penalty for balance, and it could potentially serve as a parry for incoming items.

It would also be cool if we could change the amount of laps in match race (at least for the circuit courses, not sure about the sprint courses); if I remember correctly, the first two Sonic Riders games had these options, and honestly I think it would be hilarious to have 99+ lap races!
 
I know this isn't place to talk about bugs, but I had a bug that when I added a bit too many colors at once causing the game to get confused with the collected Spray can count. Whenever I'd collect a spray can it just... resets to 0 (I shouldn't have screenshotted my problem, but you should get the idea, and I has to delete my save data one time because of this constant issue).

It would be nice if there was some way (in a future update, hopefully) to increase the Spray can limit so it doesn't break as easy (like maybe triple the size by 3, as this can be REALLY useful for packs that have a crap ton of custom colors). And this why I am afraid to load-in add-ons with a lot of custom colors because of that.
 
Collected some thoughts and ideas in a big wall of text.

About the cast of characters: What about Vector, E-102 Gamma and E-123 Omega from the original kart game? Maybe they'd fit well into the current game. There are a couple of reptiles already, but no croc. Also those room-filling bots did stand out.

About the single player experience:
- Have more character rotation on the different cups. I haven't figured out the logic yet, but there seems to be an almost fixed cast of chracters depending on the players's chracter. So when I pick Flicky, there is always Big, Blaze and Honey there. Tikal and Chaos Zero after having them unlocked. But mostly it stays the same as the cup before when keeping my main character. I like that the game shows me characters, that I have yet to unlock, especially as someone from outside the Sonic Universe seeing all this colourful cast for the first time.
- Strange cup ideas: A cup where all enemies are heavy (7-9). A cup where all enemies are light (1-3). A cup, where the item that the cup has been named after, appears twice or three-times as often as usual. A crowded cup with 12 racers on probably wider tracks. A custom-made cup (pick 5 races yourself).
- AI: The absolutely brilliant starting procedure could be spiced up even more (when playing with AIs). What if one of the heavier karts becomes a kind of bully at the starting line, trying to deliberately ram other karts? Maybe couple that together with the "Rival" stat on the higher difficulties.
- For the points table in a Grand Prix: Isn't it a bit sad that those who finish last lose all their points from previous races? I think they should be kept on the final results table, maybe because that's how it happens in every form of racing.

About the achievements:
Can the game help me to identify, on which maps I have yet to find a spray can? What about a paint shop in the "Extra" section? Imagine a shop owner, showing me all the colours I have already found, and also having some tasks like "go bring me the spray can from that area...". Maybe with colour live preview? It exists in the character selection screen, but maybe the paint shop would have a mirror, showing the player's favourite kart from two sides.

About multiplayer:
I think the results table gets updated too quickly. If someone leaves during a race (or even after having crossed the finish line), wouldn't it be more clear to have the list keep the names of all participants? Maybe list the disconnected players (those who did not cross the line) as "retired"?
To set up a noob-friendly server, there need to be more options. Especially important would be a track selection, as tracks differ really a lot from each other in terms of feel and difficulty. To not spoiler anything, I'd only allow hosting on tracks that one has unlocked. But you must make the noobs happy, if you want to get more players on board! And everyone started small, never forget that. And some may not want to be that competitive either, but those people still can enjoy this game.

So I'm a happy player with Ring Racers. Sure, the game mechanics are a bit complicated, but that's just a matter of time to get used to everything. The acrobatics / trick system felt wrong in some places though. Two examples were the tracks "Dark Fortress" and "Labyrinth", where some aiming and speed control before hitting the springs would have done it perfectly. The acrobatics feel a bit forced and unnecessary.
Though I feel some missed opportunity regarding the Srb2Kart player base. Because Ring Racers could be a pretty good base for a "simpler" kart racer as well. What about a "Classic cup", including 5 old tracks without shortcut zones or even rings. Disable the ring mechanics for a specific race, if that track has no rings on it... maybe worth trying out? The Ring Racers game physics are already interesting enough to produce good racing without the complexity.

A couple of small ideas:
- ESC Quits the game on title screen.
- Integrate the players keys/button choice in the interface. Maybe you can do that with a tiny font.
- Option for double race length. Has to be applied only on round courses.
 
I think it would be nice if the next update made the sounds.pk3 act like the v2.3 music.pk3 and not crash the game apon adding or replacing certian sounds via SLADE

Besides that I have some extra suggestions:
  • A Hide-n-Seek/Tag mode, in similar vein to SRB2's tag gamemode, and Unique team based minigames (Capture the Flag, Zombies, Collect the Item, etc.) for friendmod/teams support in v2.4
  • Single player Battle Mode support (this may never happen, but it would be nice to see some form of adaption of this)
  • If KKD really is going to get rid of the "No Continues Used or Wasted" Bonus from v2.4, at least make a new bonus to replace it, otherwise trying to close the gap between getting S-Ranks in the cups is going to be way harder than even getting through v2.0's brutal Sealed Star system
I think that should be it for now
 
I've got a silly mode suggestion here...

Auto Mode, from Mario Kart Tour. (Or just Watch Mode from the MUGEN games)
With this, you can spectate an max-level CPU only race match and change the viewpoints to other racers. It would function like the replays, without the feature to fast forward. Not only that, you can also save replays with it. Just in case you see something that's noteworthy. Another feature that would be benefited from this is being able to pick which characters will show up in a race. For example, you can watch an only Sonic-related race or a Meme filled race. Not only that, it could be combatable with other Game Modes as well, like Team Mode or the Custom-Made Dynamite Derby.

I do have another suggestion, but that'll have to wait until another day.
 
About the single player experience:
- Have more character rotation on the different cups. I haven't figured out the logic yet, but there seems to be an almost fixed cast of chracters depending on the players's chracter. So when I pick Flicky, there is always Big, Blaze and Honey there.
That's because Flicky's rivals are those 3 characters. referencing how Flicky has to save birds from tigers in the game it stars in. Every character has 3 rivals who tend to be better racers than the 4 random picks. If you do character creation via KartMaker, they ask for 3 names as that character's rivals. They always appear in the 4th-7th position in the order given when starting a Grand Prix. Tails for example has Great Battle Kukku XV, Sonic and Eggman since they all were involved with him in some way (even if Great Battle Kukku is a spoiler).
About the achievements:
Can the game help me to identify, on which maps I have yet to find a spray can? What about a paint shop in the "Extra" section? Imagine a shop owner, showing me all the colours I have already found, and also having some tasks like "go bring me the spray can from that area...". Maybe with colour live preview? It exists in the character selection screen, but maybe the paint shop would have a mirror, showing the player's favourite kart from two sides.
This already exists. Main Menu -> Extras -> Statistics then press right or left twice to Courses and Medals. It tells you how many spray cans you collected out of 100 and where you can still find some among other secrets like shrines activated (whose locations are hinted at in the game's challenges given you unlocked a nearby one). Every race track has a Spray can so it's pretty easy to tell what's needed to be done. Just check a race track you have not got a spray can tied to it (For context, this excludes Battle Stages and Sealed Star Stages).
 
Last edited:
@Halkel Thundslash: Thank you very much for these explanations. That makes perfect sense now.

Some more suggestions:

More transparency on the "Info" bit on the character select screen, where it currently looks like this: Class A (s 3 - w 2). The space is available there. Put it into three lines:
Class A
Speed 3
Weight 2
More obvious of what's going on.

Also, about the trick-acrobatics system... what if skipping a trick would be left unpunished? No crash-landing, just going on normally. Even if it's slower, it just would feel much nicer.
This could be implemented even more radical: Allow doing a trick everywhere in the air at every airtime possible. Important thing would be, that doing a trick would not give you a speed advantage (else it would be required spamming them everywhere). Rather use it for positioning or even a mid-air push against nearby flying opponents. I wonder, if this might break some tracks however.
The current system of hard-triggered trick jumps on specific places feels quite unorganic and artifically forced. Not the way, how a game should feel like, where the freedom of choice in every split-second matters.
 
It would be nice to have separate keybinds for menus and gameplay. I have accel on right trigger which is nice for gameplay but annoying for menus. The option to use south face button as confirm in menus but use right trigger for accel in gameplay would be nice to have.
 
It would be nice to have separate keybinds for menus and gameplay. I have accel on right trigger which is nice for gameplay but annoying for menus. The option to use south face button as confirm in menus but use right trigger for accel in gameplay would be nice to have.
Oh, great idea! The menu navigation is indeed not that intuitive with the fixed functions, that might make sense for racing but not so much for confirming and cancelling on the menus. Still the option to use two keys for one thing would be quite important. I coupled the "look back" and "aim backwards" key to simulate how it's done in another kart racing game and fortuneatly Ring Racers has this option.

Also, as I heard people talking a lot about their Xbox controllers... would it be a good option to have other "generic" controller types available everywhere, where currently the Sega Genesis controller is shown?

I also would like to suggest, that bonus stages do not count towards the final score for the cups. The situation is like this: A pretty good run is required to even get to the Emerald bonus stage. Now that bonus stage might be quite difficult to master and require some continues. Now I see the final results table including 7 continues, making up -125 points, so the final score is quite spoiled by the bonus stage. It feels a bit uneven to call it lucky to dismiss the bonus stage, whereas this should be a reason to celebrate a well done run in the race and prison stages.
 
GIVE US BACK THE CHAOTIC ITEM SYSTEM FROM V2.3 AS AN OPTIONAL ITEM TOGGLE FOR FRANTIC ITEMS AND IN TURN RESURECT PICO PARK GROW/INVINC CHAOS MATCHES AND MY LIFE IS YOURS

Also uh it would be nice if the funny quit messages made a comeback from Kart & SRB2, and i also had a concept idea for IRONMAN characters where you can optionally press a button to re-transform them back into their true form (or possibly reroll the selected character they will transform into)
 
The sound effect for gaining amps is grating to me. I think it's meant to sound like a Geiger counter but to me it sounds more like someone slurping a drink through a straw.

I'm not confident in the changes made to GP difficulty. On Intense it feels like the bots put up no fight whatsoever in the first four rounds then undergo an anime training arc while I'm doing the second bonus round and become impossible to beat on round 5.

I get why the requirements to enter special stages were raised and I'm not opposed to that but I feel there was some overcorrection and that combined with the balance changes to GP makes them too hard to reach.

It's been Twenty Four Hours since I got my hands on this build so I can't say this for certain but I feel like if race balance stays as it is in this build the meta will be to frontrun as hard as you can and coast along while the rest of the lobby languishes in double digit EXP.

Not a suggestion but I like hanging out on the Egg Carrier. Very cozy map.
 
Please please please please reconsider the new mechanics in this update, or at the very least provide some toggle-able option to play the game as it was in 2.3. I greatly respect the amount of work everyone has put into the game, but I truly find a lot of these changes and additions incredibly baffling. This was already one of the most mechanically complex racers ever; I do not see the need to raise the skill ceiling even higher by introducing even more mechanics to keep track of. This game has been out for well over a year now; deciding to introduce entirely new mechanics that drastically change how you need to approach racing this far into Ring Racer's lifespan is, in my opinion, very egregious and very unfriendly to the player base as a whole.
 
Please please please please reconsider the new mechanics in this update, or at the very least provide some toggle-able option to play the game as it was in 2.3. I greatly respect the amount of work everyone has put into the game, but I truly find a lot of these changes and additions incredibly baffling. This was already one of the most mechanically complex racers ever; I do not see the need to raise the skill ceiling even higher by introducing even more mechanics to keep track of. This game has been out for well over a year now; deciding to introduce entirely new mechanics that drastically change how you need to approach racing this far into Ring Racer's lifespan is, in my opinion, very egregious and very unfriendly to the player base as a whole.

An ingame toggle to revert the game to v2.3 would be pointless because v2.3 is still available to download. Anyone who prefers that version can still download and play it. "Revert everything" and "please reconsider" are not realistic or actionable feedback anyways; they are too nonspecific.
 
Please please please please reconsider the new mechanics in this update, or at the very least provide some toggle-able option to play the game as it was in 2.3. I greatly respect the amount of work everyone has put into the game, but I truly find a lot of these changes and additions incredibly baffling. This was already one of the most mechanically complex racers ever; I do not see the need to raise the skill ceiling even higher by introducing even more mechanics to keep track of. This game has been out for well over a year now; deciding to introduce entirely new mechanics that drastically change how you need to approach racing this far into Ring Racer's lifespan is, in my opinion, very egregious and very unfriendly to the player base as a whole.
Did you even read the changelog?
I'd argue the changes lower the skill ceiling. Features like the removal of self-hits, tighter handling, the ability to see other racers' items, among other things improve quality of life and make the game less punishing.

Even then what PencilVoid said holds true too.
 
Did you even read the changelog?
I'd argue the changes lower the skill ceiling. Features like the removal of self-hits, tighter handling, the ability to see other racers' items, among other things improve quality of life and make the game less punishing.

Even then what PencilVoid said holds true too.
Didn't say those features were bad at all. Most of these features are wonderful and I'm ecstatic over their inclusion! I should have been more specific, you're right. It is specifically the addition of EXP and Amps that I find to be wholly unnecessary. I don't know what problem these mechanics are aiming to solve, but all I've gathered is they have made an already difficult game even more difficult, and for what reason? As far as I can tell these mechanics just make front running easier for the lead racers and make catching up a nightmare for everyone else.

Having an option for servers to disable those mechanics and toggle the item roulette to how it was before would be ideal, in my opinion. That way we could still have all the QoL changes and improvements, but not isolate anyone who preferred how the game played before.
 
Back
Top