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Re: Valley first impressions
Posted: 06 Jul 2013, 11:12
by Alter-Fox
I'm loving it despite my framerate slowing to a crawl whenever I'm in the woods. And slowing everywhere on the campaign tracks which have way too much scenery. I had to turn my graphics down to absolute minimum (very low quality textures = yuck) and it still doesn't completely fix it. Some options to scale down some of the Valley graphics -- in particular the trees -- independantly of other graphics or titles would be nice. Sort of like the radio button TMUF had in the launcher to switch between low-quality and high-quality trees, which could make Rally run a lot better.
So I've been spending more time with the editor and singleplayer on user maps than usual, and still having lots of fun.
Re: Valley first impressions
Posted: 06 Jul 2013, 16:44
by Demented
I've got to add that this is the first vehicle where I really like the engine sound.

Re: Valley first impressions
Posted: 07 Jul 2013, 01:23
by EnaiSiaion
Bramble wrote:My main issue would be something Dengel touched on. The brakes need to slow the car down better because there are too many places where it's faster to just hit the wall than brake because it takes too long to stop the car. If the brakes could be sharpened up a little then I think it would really help the environment.
Meh, that depends on how the track itself is made. There are Stadium tracks with exactly the same issue, it's just more common in Valley. Just because the handling is like GRiD2 does not mean you should build start/stop type tracks here.
Dirt handling is awesome once you figure it out. Hint:
LIGHT TAPS on the steering button. If the track is properly made, this is all you need. Many tracks are not properly made.
Apparently exactly the same QQ occurred when Stadium was new and people had no idea how to build for it.
Re: Valley first impressions
Posted: 07 Jul 2013, 01:32
by wiidesire-2
I just reached 20k in Multiplayer and I can just say:

+ Valley
Re: Valley first impressions
Posted: 07 Jul 2013, 11:00
by Bramble
EnaiSiaion wrote:
Meh, that depends on how the track itself is made. There are Stadium tracks with exactly the same issue, it's just more common in Valley. Just because the handling is like GRiD2 does not mean you should build start/stop type tracks here.
Yeah, that's true of course. I'm sure that as the game progresses tracks wil be built in such a way as to negate as many wallbangs as possible, but maybe leave a few in there too. That was my first impression after a couple hours racing, and the more I've played on newer maps, the less of an issue it seems to be.
Re: Valley first impressions
Posted: 10 Jul 2013, 16:20
by Alter-Fox
wiidesire-2 wrote:I just reached 20k in Multiplayer and I can just say:

+ Valley
That's actually an MP smilie? Should I call Hylis out on vanity?

Re: Valley first impressions
Posted: 10 Jul 2013, 23:13
by Xymph
Alter-Fox wrote:That's actually an MP smilie? Should I call Hylis out on vanity?
No, because he didn't create it. A fan made it aeons ago on tm-forum.