It seems to me that the “forza-horizon” styled challenges in these few updates are
[Very “unstable” in release]
Now I’m not saying it is hard, but it is a bit hardcore for some of them, especially on today’s update, which feels hard for most of the people, and unstable to get fun at for the others.
The problem is that the whole unfun feeling consists of some issues that are bundled into a playstyle hindering machine.
-
Lack of Reset/Retry feature, the game lacks easy-to-retry features similar to FH’s rewind feature, which lets you adjust angles, speed, acceleration to account for the jumps and speed traps you’re gonna do, which gives poor feedback to the players when they need to retrack to the point. The respawn system in the game does try to lower the retry time a bit, but it’s just not good enough compared to rewind.
-
Respawn locations inaccuracy, continuing from the last point, the respawn system acts weird in some roads, it would be nice if that was just a few cases, but it bothers when the respawn locations near the challenges don’t work well in cases like spawning you either under or over the roads, plus a huge chance of forcing you back to the road if your using the respawn offroad which multiplies the chance of not spawning in accurate locations.
-
Challenges inaccuracy, just like the last point, a lot of the challenges [mainly jumping ones] have weird checking zones that if you went in a very side angle it may not be checked when u land the jump. So you’re gonna jump in the straight angle to avoid those “did it but not count” events.
-
Floor Gaps are a big hitch that strangles the already not-so-smooth driving experience in the game, roads in this game work like almost every other driving game, where a stud tall gap can make the car stop [specifically sports type of cars] or make the car go slippery when driving [mostly this game]. So, what would happen in the challenges and races if cars cutting corners for time or better speed would get rng by random tiny gaps that could have literal zero outcome to spinout.[PS: Take off the metal plows stuff cause that also counts too]
-
Lack of guild and tips on all ways, the challenges have a random mix of distance, vehicle types, and difficulty, which could be confusing for players who are attempting the challenges [without sorting the list is a big con], starting points and car kinds of guide are untold to the player who could have a better knowing on the challenges way to beat [like “you should start way back or a bit distance”, “get handling or high speed cars”]
-
Lack of options, Players are mostly forced to choose the limited “OP” cars, [if they know what cars are good], that a lot of them are vip or limited cars, giving less chance of players a freedom of choosing the car they want to try since there’s only one or two “true” option to do the challenges.
-
Bad Jumppad/waypoint placement, the wood jump boards[I call them jump pads in this case] are angled in ways that could affect the car’s distance and speed in yet again {RNG} . Waypoints [the white fence thing on both sides of the jumppad] is placed way forward to the jumppad, where if players tried to drive in that angle, it could result in a crash, decreasing the freedom of any angle jumps
-
Unrealistic/fake stats, if you don’t already know about this now, the handling stats in the game are just pure makeup stats, the handling works like different versions with different stats. As an example, the first Lambos rework after the copyright was way too overpowered on their handling, even though their max handling stats are like 17 to 18, but was later silently rebuffed [very old patch notes have clear debuff/buff update]. Similarly, with the S-class famous car bat mobile and less famous 6x6 g wagon’s handling stat is overperforming than its actual handling stat, plus the recently [ not so] mc12r. Other than faking stats, unrealistic to the real life counterpart, like the SSC Tuatara still holds the fake top speed stat years ago, you could say the Bugatti Bolide is too, but who knows its real stats? There are just too many things to say here like how some of the electric cars are just way lower in the ACC stats, but this part is getting way longer so I’d suggest discover the cars so u know it.
-
The Final issue of the chained reaction is Hardcore like time/speed/distances, it is fun when you complete hard things and get that sense of pride and accomplishment, but it needs you to fully upgrade cars and do custom tunes and custom routes for every one of them, with all of that the whole chain reaction of pain over joy happens.
Why do the problems exist?
Well, if you ask me, all of these problems backtrack to the start, the people who playtests [not just testers] have no idea what they are targeting to, maybe thinking all the hard routes to screw someone up or just plain racers mind, but in the end with all of these problems up it is just not fun to play anymore.
You want a sample? The race maps with that tiny-sized road are a great sample, if you never played or think of public racing, you will never know how bad to overtake someone or maintain corners without flying.
This game is aimed at everyone, right? Isn’t this why you made those clown houses for rp? [in rage]
So for me, the way of just slapping a lower number after the day is just a bad way of fixing the issues, it doesn’t solve the issue and never will, the only thing it will do is make the challenges go way easier for no reason and suddenly feels zero achievement to complete, making the ways to clear the challenge uncreative and lack of styles, good challenges need time to test and complete and I just don’t think this it one of it. [I don’t hope to fix all the issues but hope to fix things that are in fixable range]
But if you say “man, you’re just having skill issue and I feel this all is ok for me!”
Congrats, you just become a playtester.
This is just my personal opinion on recent updates challenges.
Thank you for looking at this post of me ranting