Tristan.Botteram wrote: barrington314 wrote:
Tristan.Botteram wrote:sup with the corner heights? and the length of them?? They are pretty bad imo
What do you mean by length?
Tracks were already done at the point where some people brought that up, just fyi. Like Vegas for example, terrain has been done for a couple weeks. Just adding all the other stuff (bales, decals, timing gates, start gates, etc.). However, these berms are different for Vegas. For whatever that's worth. I'm sure some people will still not like them, others will, others wont say anything.
Hi Barrington, This is what i mean with the length of the corner:
They feel stretched out, don't know if thats because of the height of the corner itselves or something with the trackmap but they just feel a bit weird imo.. I do understand that you guys build these tracks way before the time they will be released but i want to bring it to you guys in a way that you guys could improve it. And it seems that i'm not the only one that things the heights are also too low. Regards Tristan
First, thank you for taking the time to provide constructive feedback versus "track is aids bro, you guys suck".
The berms were changed to try and eliminate some of the single rut/wall lines that were forming around the outside. It worked in some areas on some rounds and not at all on others. After the last two rounds with those berms, there was a lot of feedback that while they were better for racing with erode, they were no fun without erode and for qualifying. So Salt Lake City (pictured) actually has the tallest berms of the entire series. This was to give more steepness without losing the longer ramp which was on purpose.
The thinking/idea behind the longer ramp was to allow guys to turn lower in the corner and form a rut there versus having to go to the steepest part at the top and rail with ridiculous speed in order to be competitive. While we were able to speed up the inside and slow down the outside, I don't disagree they aren't perfect. Please understand the last erode update didn't come online until we were neck deep in having to build tracks, not leaving us time to properly test prior to the season. We squeezed in as much as we could into the end of the season once things were rolling to try and make it better. LIke anything, it's trial and error and learning along the way.
Last note, the berm you highlighted isn't the best example because it isn't a true 180 corner. The one between the two rhythms with the 3 onto the tables before the first whoops sections wouldn't been a better example.
As Stephen said, Vegas is back to the more traditional berms.
Hopefully after outdoors before next season (if everything keeps going) we'll be able to test and develop further and erode can also continue to develop too.
Again, thank you for taking the time to try and help. It's appreciated.