ModNation Racers General Discussion

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Re: ModNation 2...

I would like what ever can be done to reduce loading times to be done.

 

Backwards compatability with MNR1.

Weapons do different things.

Larger prop budget for tracks.

All themes available for all track creation.

~evan
apricot-jam-IS

~Please check out my tracks.
Ice Quake Ridge, Pro_Flo Canyon Hopper, , Uptown-Downtown, A jaunt through town, Downhill Tropical Glacier, Blaster: Super Off Road, Big Dukes: Super Off Road, Space Station 41, Concrete Jungle: Team TRK, Bamboo Forest, Vanilla Lake 2, Bamboo 2: The Overgrowth, Fault Lines, Altago City, Mini Golf, Mini Golf Par(t) 2, Alien Mini Golf, Tropical Trailblazing, Enchanted Forest, Swamp Showdown (revamped) !!!!!!

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MylesG
Posts: 471
Registered: ‎02-06-2010
Message 32 of 181 (165 Views)

Re: ModNation 2...

I actually really hope they don't just port over all the old published creations from MN1.  Being able to take your created tracks and mods and stuff on your PS3 HD and import them in some way and then re-publish the good ones you want for MN2 would be nice but if they just bring everything over the servers will be so full of crap right from the get go - there are so many published items to go through as is.  The other concern with making all MN1 work out of the gate is it probably limits what they could do for the sequel a bit as all the old stuff would still need to work.

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prob_alex
Posts: 891
Registered: ‎23-09-2010
Message 33 of 181 (155 Views)

Re: ModNation 2...

i think perish_song said near enough everyhting that is needed for the perfect game...  especially that sphere part :smileytongue:  lol.

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Re: ModNation 2...


prob_alex wrote:

i think perish_song said near enough everyhting that is needed for the perfect game...  especially that sphere part :smileytongue:  lol.



lol, I've been thinkging about all of this stuff since the start, and a majority of it's been said by me numerous times, and stuff I've heard numerous times over the year.

 


MylesG wrote:

I actually really hope they don't just port over all the old published creations from MN1. Being able to take your created tracks and mods and stuff on your PS3 HD and import them in some way and then re-publish the good ones you want for MN2 would be nice but if they just bring everything over the servers will be so full of crap right from the get go - there are so many published items to go through as is. The other concern with making all MN1 work out of the gate is it probably limits what they could do for the sequel a bit as all the old stuff would still need to work..


I think It should start over from scrap. Assuming the games has a better core, then we could create better things than what we are limited to at the moment, which would make even our best stuff not that great...although I could understand why a person would want to keep them for nostalgia purposes, but I'm confident that greatness can be re-created.

Perish_song
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Re: ModNation 2...

maybe let all players LOOK at the track via track creator, but don't let them edit or save unless you make the track remixable...

Dane9261
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Moshbag
Posts: 95
Registered: ‎20-10-2010
Message 36 of 181 (149 Views)

Re: ModNation 2...


MylesG wrote:

I actually really hope they don't just port over all the old published creations from MN1.  Being able to take your created tracks and mods and stuff on your PS3 HD and import them in some way and then re-publish the good ones you want for MN2 would be nice but if they just bring everything over the servers will be so full of crap right from the get go - there are so many published items to go through as is.  The other concern with making all MN1 work out of the gate is it probably limits what they could do for the sequel a bit as all the old stuff would still need to work.


Was thinking much the same thing the other day, when I happened to look at the Newest section of the published tracks: every other one seems to be a circular track. The servers are just clogged up with trash. Also the ratings system needs an overhaul, as currently it's broken and thus useless for searching for tracks (although I've blathered on about that enough in other posts in the past).

Formerly known as WilsonPhillips-X
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OnePieceAnime
Posts: 385
Registered: ‎26-11-2010
Message 37 of 181 (148 Views)

Re: ModNation 2...

Stealth, I understand the millions of dollars that go into a game engine, but patching and tweaking the current one will also take a lot of work.
Try loading an offline quick race with 12 AI, it takes a VERY long time, and this is after patches. Since the tracks aren't fully populated all at once,
the game has quite a few pop in issues on tracks like Market Run. The thing that bothers me most is that when the items pop up, they STILL use and animation like when items pop up using auto populate in the track editor. That is a waste of resources right there.

This game had such a rough start, and had people either stop playing, or sell the game and just not come back. I would hate to see UFG allow for another game to launch as badly as this one. Heavily tweaking the current engine would be good to, but going through all the lines of code, and then trying to fix errors that might be caused by contradicting lines of code would be also costly. Not close to how much a new game engine would cost, but still quite a bit.

If they can decrease load times, improve textures and general graphics improvement, different body types for mods, and fix the budget issues so the game creators can create problem free levels that are as great as some of the ones created by the track creators here, and still use the same engine, good for them.
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Re: ModNation 2...


OnePieceAnime wrote:
Stealth, I understand the millions of dollars that go into a game engine, but patching and tweaking the current one will also take a lot of work.
Try loading an offline quick race with 12 AI, it takes a VERY long time, and this is after patches. Since the tracks aren't fully populated all at once,
the game has quite a few pop in issues on tracks like Market Run. The thing that bothers me most is that when the items pop up, they STILL use and animation like when items pop up using auto populate in the track editor. That is a waste of resources right there.

This game had such a rough start, and had people either stop playing, or sell the game and just not come back. I would hate to see UFG allow for another game to launch as badly as this one. Heavily tweaking the current engine would be good to, but going through all the lines of code, and then trying to fix errors that might be caused by contradicting lines of code would be also costly. Not close to how much a new game engine would cost, but still quite a bit.

If they can decrease load times, improve textures and general graphics improvement, different body types for mods, and fix the budget issues so the game creators can create problem free levels that are as great as some of the ones created by the track creators here, and still use the same engine, good for them.

Load times take two seconds literally, everything loads fast and quick more quick that even most games out there. There aren't any pop ups in any of the UFG tracks. The only pop ups that happen are in the track creation when both budgets are maxed out. You're probably just one of the very extremely rare few whom experience a pop up in Market Run of all tracks. Probably the first person I've ever heard even say such a thing.

 

And no, it doesn't take a long time to tweak a used engine. They already know the mechanics of the engine and would know where to look when trying to tweak improvements rather than having a completely new engine and literally starting from scratch.

Stealthreborn--
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Re: ModNation 2...

Oh, and I'd like to see a video editor in MNR2 just like Uncharted 2 and 3 has. Where our races are recorded, and we can upload them to our youtube accounts. I asked for that before MNR1 was out, but I'm assuming the team didn't have enough time or want to implement that right away.

 

Hopefully we can see this in MNR2.

Stealthreborn--
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OnePieceAnime
Posts: 385
Registered: ‎26-11-2010
Message 40 of 181 (127 Views)

Re: ModNation 2...

Not trying to derail this thread, but here is a point about MNR1.

I run the downloadable version of this game, and stuff is still slow.
I think the online load times in series are fast as hell and I think those are fast enough, but loading the hotlap, and large user created tracks in Quick Race takes a long time.
When I was talking about the load time there being long, I forgot to mention it was loading this user created track. http://community.eu.playstation.com/t5/ModNation-Racers-Kart-Track-and/New-Track-Wu-Xing-Metal-Shrin...

The track is obviously complex, so that would have obviously lengthened load times, but I feel that is still a turn off for many just getting into the game.
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