ACC has strange physics that don't really translate from any other sim that I have tried and requires spending hundreds of hours to be even remotely competitive online, again requiring devotion to a single title. IRacing is a huge investment with excessively punishing physics, so if you are really into it there's a big barrier to spending time on anything else because of the sunk cost fallacy. Part of it might be that the two leading competing sim racing titles foster exclusivity. I can't wait to change the engine mapping on the fly and to have real full-course cautions. I always thought oval racing was boring but I recently watched the '95, '98 and '2000 seasons of CART and now I love it (especially the short ovals like Phoenix). However, I think Racin' USA Pt.3 presents a huge challenge as it will add net-new capability to the engine but if done right it could be really fun, something you can't get outside iracing. There is so much still to come that I would be surprised if we don't hit 1000 by the end of the year. Fix issues with wet weather tires (I haven't experienced it myself but I've seen it come up several times from other people) Weekly time-trials to introduce people to content they are unfamiliar withģ. AI passing, which will let the custom parameters shineĢ. They are already working on everything they need to keep it growing but I think we can average 750 peak users with the following:ġ. The AI trains that don't pass each other probably contributed to that drop (though I'm sure that won't last too much longer). For Pt2, it lasted 13 weeks and started dropping just this past weekend. If we look at the 2 periods where the average player peaks were over 500 they were both related to Racin' USA. If they grow too fast they risk overstretching themselves. I think the small userbase is a plus at the moment as it lets the devs focus on their plan without too much grief from the players. It will take time for the player base to increase but it will. However, ultimately this will improve the experience and assuming they can deliver the rest of the season pass content we won't care in a year. I thought they would already be in-place but Reiza keeps bringing in improvements to the physics that push the game one step forward and 2 steps back. I agree with FS7 about weekly time trials, challenges, etc. AMS2 just surpassed PC2 in every way when it comes to the simulation but the reasons above are why I think it has and is struggling to get enough players. There are probably some others but these ones stand out to me.ĭon't get me wrong I love the game and haven't looked back to Project Cars since I started playing AMS2. Obviously this is going to turn the majority of sim racers off who want to race the big name tracks everyone knows. We have a lot more of the big name tracks now, but in the beginning there wasn't much, just a bunch of tracks nobody has ever heard of. I know when I first tried the multiplayer UI, coming from Project cars 2, it was like going from a polished, professional look, to something that looked quite half baked so to speak.ģ. The simulation itself is much better, but the UI kinda sucks. Compared to Project cars 2, the UI is quite ugly and looks amateurish. The UI is kind of ugly, not going to sugar coat it. Most people probably saw this and wrote it off and have never bothered to check it out againĢ. When the game came out it was pretty rough around the edges, a lot of reviews came out then trashing the game.
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