kirbutashi
Member
Really enjoy your courses, Ragnarok. Just wish you'd open them up for viewing in the track editor.
AI never really cheated. Being in 1st means there are 11 other racers behind you using weapons....hard to block all those.Decado said:I thought the difficulty was a symptom of cheating AI? Adding a new mode doesn't effect that
Modnation Monday said:This Wednesday, August 4th at 2:00am (Pacific Time), the ModNation Racers Title Update 1.02 goes live improving many of the issues the community has been concerned about. On behalf of UFG, we want to thank everyone for supporting ModNation and being patient as weve worked hard to make it the best experience possible. If you didnt see the patch details on the IGN last Friday, here is a run down:
Load Time Improvements
While there are still loads, you will see decreases in load times throughout the game.
New Casual Difficulty Mode
Weve added a casual difficulty setting in the options screen.
Challenge friends in XP Series
Weve added the ability to invite your friends to XP Races & Series.
No more Hot Lap Cheaters
We fixed a bug that allowed players to cut the track and post unbeatable times in Hot Lap.
Get into Online Races Quicker
Along with improved load times, weve removed the online game room from the ModSpot so you can get into the race faster.
Improved Server Stability
Weve addressed issues to improve intermittent disconnects that players were experiencing.
Three Challenges now more attainable
We wanted to provide you challenges, but didnt want to sacrifice fun. We found 3 challenges that proved extremely difficult and changed the conditions to complete them. This includes:
* Devastator takedown on Wild Run
* Devastator takedown on Modobahn
* Sideswipe 3 opponents on the cliff side on Fracture
The Tin Bucket Unlocked!
Finally this is an item is unlocked and available to everyone by default.
Collector Card Improvement
Now see all player creations in their entirety.
Improvements to ModNation Racers dont stop here, we are still constantly listening to the community and are committed to making ModNation Racers one of the most enjoyable experiences youll have on your PS3.
James-Ape said:I bought this game on Friday, I wasn't so sure of it at the start - i enjoyed the drifting but something seemed off with the rest of the handling. Anyway a few days later and I'm used to the handling, in fact i really like it.
I really think that have a solid base for a great racer here, but at times I find the controls a bit too complex for a kart racer. A button for drifting, one for boost, one for shields one for weapons and one for triggers is quite complex, especially for kids (not to mention stunts and side swiping). I know BLUR or MK get away with having boost as one of your items, and obviously with time you get used to it, but I'm sure there is some way they could have simplified it. or at lest let us change the layout.
Also what's the rule for losing weapons when you get hit? sometimes i seem to lose them all and others I just go down a level.
moai said:so how are the loading times after the patch?
moai said:so how are the loading times after the patch?
expy said:Will let you guys know. Testing now.
Edit: I fucking love automatic download!
Edit2: You can skip the intros.
Edit 3: Slightly faster load into the ModSpot.
Edit 4: Got my star Creator trophy!!!! :lol
Edit 5: How the hell did I reach 603,708 Create XP... lol
Edit 6: ModNation Superstar!!!!
Edit 7: Load times are definitely faster.... I'd say a good 30-40% increase in performance. Loading into career and out back into the selection UI is a lot quicker as well.
Davidion said:How substantial is the load time improvement? I've been looking into picking this up.
Davidion said:How substantial is the load time improvement? I've been looking into picking this up.
snap0212 said:Copied from IGN:
The Initial Load after Choosing the Game at the XMB
Pre-Patch: 1 minute
Post-Patch: 54 seconds
From the Green Start Screen to ModSpot
Pre-Patch: 28 seconds
Post-Patch: 31 seconds
Loading Creation Station
Pre-Patch: 20 seconds
Post-Patch: 14 seconds
Load out of Creation Station
Pre-Patch: 24 seconds
Post-Patch: 28 seconds
Load into Online XP Race
Pre-Patch: 41 seconds
Post-Patch: 31 seconds
Load out of Online XP Race
Pre-Patch: 21 seconds
Post-Patch: 9 seconds
Loading Single-Player Crazy Crater Finale
Pre-Patch: 55 seconds
Post-Patch: 40 seconds
Source: http://uk.ps3.ign.com/articles/111/1110438p1.html
NinjaFusion said:
how do i split the track - that is, create gaps in it... i want to make a staircase of platforms you drop down with sheer drops in between?
can anyone confirm if the criteria for star creator have changed?
The game already is installed. What hurts load times (kind of like with LBP) is the game constantly streaming with the network. If you weren't fully integrated, it would probably help a bit.thuway said:Holy shit thats unreal. I guess I'll be skipping the game. They need to improve the code of the game, or offer an install, or something, because those numbers are absolutely whack.
Speaking of whack, its pretty sad when a kiddy looking Kart Racer's rules are so complex that grown men can't understand them.
snap0212 said:Copied from IGN:
The Initial Load after Choosing the Game at the XMB
Pre-Patch: 1 minute
Post-Patch: 54 seconds
Mine: 52 sec
From the Green Start Screen to ModSpot
Pre-Patch: 28 seconds
Post-Patch: 31 seconds
Mine: 29 sec
Loading Creation Station
Pre-Patch: 20 seconds
Post-Patch: 14 seconds
Mine: 10 sec
Load out of Creation Station
Pre-Patch: 24 seconds
Post-Patch: 28 seconds
Mine: 26 sec
Load into Online XP Race
Pre-Patch: 41 seconds
Post-Patch: 31 seconds
Mine: 18 sec (wtf IGN?)
Load between XP races (in a series)
Mine: 18 sec
Load out of Online XP Race
Pre-Patch: 21 seconds
Post-Patch: 9 seconds
Mine: 6 sec
Mine: 16 sec (from lobby to ModSpot)
Loading Single-Player Crazy Crater Finale
Pre-Patch: 55 seconds
Post-Patch: 40 seconds
Mine: Not Tested
Source: http://uk.ps3.ign.com/articles/111/1110438p1.html
thuway said:Do you own a Slim or a Classic PS3?
BoilersFan23 said:Still, MNR is a fantastic game and shouldn't be avoided even if loading is longer than many games.
Which rules are you referring to? It does take a few dozen races to get perfectly accustomed to the controls, but that's about it. And well, practice DOES make perfect in this game.thuway said:MNR has one too many esoteric and complex rules that make it a headscratcher among headscratchers. Sony is trying to branch out to a more casual and mainstream audience with titles like this, not the most hardcore of hardcore. I play Gran Turismo, and I've had a long history with Kart Racers, yet I still can't wrap my head around Mod Nation.
expy said:Which rules are you referring to? It does take a few dozen races to get perfectly accustomed to the controls, but that's about it. And well, practice DOES make perfect in this game.
The difficulty level was up there at first, but granted, it did make me a pretty good racer, I consistently finish 1st in XP races no matter who I'm racing against. I finished the career with all challenges complete before I headed into the online arena though.
I did say perfectly. lolDoctorWho said:This isn't a good thing. Kart Racers need to be jump in and play games with rules that can be learned within a couple of races.
YOU did,expy said:I did say perfectly. lol
After like 5 races, I pretty much got the jist of what was going on... Wasn't until later where I completely got everything down to a science, I could wait until the very last moment to pop a shield to protect against a level 3 missile attack (even if it was spaced out).
DoctorWho said:This isn't a good thing. Kart Racers need to be jump in and play games with rules that can be learned within a couple of races.
thuway said:YOU did,
What about girlfriends? Sisters? Non-gamer friends? This is where Mario Kart excels and sell 10 million units and every other racer is left in the dust.
thuway said:YOU did,
What about girlfriends? Sisters? Non-gamer friends? This is where Mario Kart excels and sell 10 million units and every other racer is left in the dust.
Truespeed said:Loading times are rarely 'fixed' in patches. Fundamentally, it's a design flaw and the patch is just a bandaid.
This has been my experience also.V_Ben said:I've had friends pick up the game, and be racing like "pros" after 1 race. It doesn't take that long to get the hang of drifting.
MrPliskin said:In the case of MNR, I wouldn't say it's a design flaw, so much as it was a solution to one problem that created another.
AgentOtaku said:So how is the "Casual" difficulty?
I had heard prepatch that this got Blur brutal as far as SP is concerned. Does this still hold true?