No it's not.wiidesire-2 wrote:1. The handling of the cars is horrible,
This is partially true. But it's also true that this can be controlled. But it only comes with time and patience. I've developed a sense for how the car will behave based on 100s of hours of gameplay, and it can be controlled. I know I'm not the only one to have developed this sense, as many drivers are far better than me. Mostly I think it's about not overreacting to the steering. Canyon has very delicate steering when exiting a drift. Sometimes I don't steer at all during the exit... I just let the car come out of the drift on its own. This negates that effect of the car suddenly steering in the opposite direction. And actually, when honed, that effect can be used to your advantage. It's like calling down evil on air control, just because you haven't mastered it yet.wiidesire-2 wrote:at the end of a drift, the car drives in the opposite direction you accelerated
I can see both sides of it, but in the end... "nolifers" will have an advantage whether there's a 5min timelimit or not. The only way to compete with those guys is to join them.wiidesire-2 wrote:2.Singleplayer has an time limit, so you are not able to fight against "nolifers" if you have not enough time to wait 5 min every time
Correct in probably 95% of the case for servers. But the other 5% are very active servers. So unless you think 60+ people on a server is nearly empty, it's sort of an erroneous statement to make. This isn't much different than in past TrackManias. There's always been a certain percentage of empty servers.wiidesire-2 wrote:3.The online servers are nearly empty
I'm used to playing on servers with half a dozen to a dozen people though. So Canyon feels very active to me. There is a lull in activity during evening for the USA, but in the morning and early afternoon here (which is evening for Europe) the servers usually get a lot of activity.
This point seems a little strange to me though. How many people do you really need to race against? I find around 20 people to be the sweet spot.
Fullspeed is fun, especially if it's a bit transitional. And I believe you are incorrectly labelling mini fullspeed and mini tech maps as "lol" maps. "lol" maps have a high degree of luck involved and can't be consistently hunted like many of the tracks I see on "Very Short" server for instance... which is always quite popular with people.wiidesire-2 wrote:4.The online servers, which are often full, are mostly only fullspeed or "LOL" maps
Sure there are. Find a team to join and play TWL or another upcoming league. Many of these teams train online and drive "skill" maps. But they won't be the top servers online. They never have been. I train with them sometimes just for fun, even though I'm not racing in any leagues right now.wiidesire-2 wrote:5.There are no skill servers
Yet. It's coming in MP2.0wiidesire-2 wrote:6.There is no stunt mode in Tm2
It's not the number of blocks that counts, it's what you do with them. Case in point: Look at AntyLoL in TMUF, a 40+ minute desert track with only 3 block types (road, road cp, and ramp). That's not counting the start and finish blocks of course. Amazingly that track never gets boring.wiidesire-2 wrote:7.More blocks than in TMNF were promised, but there aren't
You make a really good point there. The TM community in general is much larger now than when United first came out. It's not surprising that more players would get it straightway.wiidesire-2 wrote:also that Tm2 sold 5 times faster than TMUF has various reasons:
1. 90% of tm2 drivers, also played tmuf
2. the game cost only 20 euros, tmuf costs 50
I'm optimistic about the future of Canyon, but more so about the future of TM2 and MP.
Hylis once said that if Canyon wasn't for you that you could skip it and get Valley, or only get SM Storm, etc. Every title being separate and standalone means you can specialize in whichever one you like best.
So, even though I've tried to defend some of the points you made, I do respect your choice not to play it.
I hope to see you in Valley!
