Absolutely I agree. Now that I played some AC, I can not understand that there are ppl that praise Ac and talk shit about pc2 as the ffb is at least on pair and the pc2 tire model is clearly more complex than AC. What makes me angry is that they actually had many things in please and well made and then destroyed lots of with weird and bad design decisions It could have been so much better but the distribution of resources and certain design decisions reduce the value of pc2 so muchWhere pCARS2 succeeded, for me, was that the sum of its parts was absolutely better than any other package out there. Sure, RRRE is supposed to be the benchmark for audio (personaly, I found it immensely distracting). rF2 is reportedly the benchmark for FFB. iRacing is generally regarded as the benchmark for the multiplayer experience. But all of the others fall down in other aspects too, be it limited base content or lacking basic features like tyre pressures. For all the faults of pCARS1 and 2, they have undoubtedly rocked the sim-racing world. A real-time lighting system capable of a proper 24-hour day/night cycle, a cutting-edge dynamic tyre model, a track that evolves not just in the dry but in the wet and so on. Sure, not all of the things worked flawlessly but show me any product that gets it right, 1st time, and I'll buy a hat and eat it. Did SMS bite off more than they can chew? Possibly, but as the saying goes, you can't make an omelette unless you break a few eggs.
Driver Swaps, better dirty air and significantly improved ability to custom skin (something that generally makes you more engaged with the cars you drive). It wouldn't take much for me to think PC3 was a hit...oh and pit stop setups for car/track combosAs for multiplayer, well, all of us here know what we want. First and foremost the code needs to be pretty damn solid but we must also be prepared for glitches in it (let's face it, even iRacing hasn't nailed it fully after all these years). Give us the ability to run large grids. Throw in driver swaps for endurance racing. Get more control over replays and increase the fidelity - at a basic level, all the replay needs is the driver inputs, leaving the replay to interpret those into a re-run of the race. But most importantly, test that code, test it again and test it a hundred times more for good measure.
What a great idea to put a gear indicator on the game pad. Because no one is looking at the game pad while playingI think that design is outdated. There were several tweets with other designs, and IIRC Ian already decided to not go with the one above.
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Hmm the Wii U already had a controller with a big screen and it turned out as a solution that was desperately searching for a problem.As much as I doubt the gear I'm in would be useful to me on a controller, the idea that you can have an almost infinite set of possibilities for what gets displayed there, that's what interests me . Then again, I have no idea if I'd even want to buy it, I've only owned 2 consoles in my life (a Playstation 1 and a Wii and I own precisely 5 games between them!).
Whether the potential is ever exploited is of course something that only time will provide an answer to. As for being a solution searching for a problem, that's true of a lot of products or ideas until somebody creates something so unique from it that you wonder how you lived without it. Will it find a decent usage case? No idea. Will it even appear in that form? No idea.Hmm the Wii U already had a controller with a big screen and it turned out as a solution that was desperately searching for a problem.
Yes the Wii and Wii U suffered from that. And some ppl still remember how the Dreamcast died.A platform will live and die solely on the content available for it.