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Honestly, in terms of actual gameplay, what is new this year for 18?

What's actually improved? Their reveal trailers and "new features", I can't actually distinguish a single thing online at all.
I played so much of 17, at first tried to play a bit different using less favoured players, then changed to a meta counter attacking team, which makes year really dull and shite.
Ironically enough, EA and DICE took the fight to COD when Battlefield 1 came out, enough for COD to try and freshen it up with the upcoming COD WW2. The most recent COD suffered so badly in sales. But what will it take really for EA to really focus on what matters for FIFA?
Is this just EA at its worst? The same EA that buy smaller creative studios and guts them/ruins them (Pandemic, Blackbox, Dreamworks, Bullfrog, Bioware) the same EA that ruins successful game series (KOTOR, Mass Effect, Need for Speed, Battlefront etc)
Squad battles and all that bollocks and ICONS, it's great to have yes, but when you play 18 and then have a go on 17 just to see what's different and realise that actually nothing has changed much, it's so disappointing.
submitted by JWalshie to FIFA

What I expect from the physics in the next NFS game

  • Arcade physics based on Simulation (To understand what I mean please look at gameplay footage of Forza Horizon 2, or any other arcade racing games that are based of simulator games)
  • Physics reacts to the real time weather. If road is wet, you gonna have a hard time. If you are using grip, you use brakes to hard. You will slide like hell. If you have drift tires, should be fun in freemode. Add a snowy mountain, if the road has ice. Ow no. Everyone has to slow down. Put caution sign, black ice road up ahead.
  • One physics, instead of multiple. Most Wanted 2005 had one physics, in this one you could drift or grip. Depending on how you tuned your car with the sliders. Each one of the individual factors below, had an impact on the physics. Not two different physics like we have in NFS 2015, one for grip. and one for drift. A tuning like this, accessible on the go from the options/ gameplay section:
    • Steering: <------- I -----
    • Handling: <------- I ------
    • Brakes: <------- I -------
    • Ride Height: <------- I -------
    • Aero Dynamics: <------ I -----
    • Nitrous: <-------- I -----
    • Turbo: <-------- I ------
  • None Burnout handling, allowing players to choose between Manual and Automatic transmission.
  • 2 type of gameplay options for manual transmission, easy or hardcore. Hardcore you need to press clutch to change gears, easy you still have clutch but dont have to. People who play with steering wheel will use Hardcore. Hardcore would have an impact on the physics, depending how you lift the clutch. The car will react on it.
  • Like GranTurismo 6, the car lifts a little when turning in a corner. The faster, the more it lifts. If you have your ride height set high, your car could roll over. So believable physics, with an Most Wanted 2005/ Underground/ BlackBox "Next Gen" improved handling.
  • More realistic "REAL TIME" crash, or bumpers can fall off. Or hang and eventually fall off due to scratching on the road. Bumpers or spoilers could even come off and hit the player behind you. Will break their windshield in FPS driving cam, or go under their car and make them lose a bit of control. Should be fun, and one could always be more aware/cautious to avoid stuff like this that could happen in a split second. Adds more actions to the game, and variety. Car hits, hood pops off. Trunk opens - https://www.youtube.com/watch?v=rXl5M4vycAU
  • More bumpie roads, or with cracks like Most Wanted 2005 roads. Some of them has holes, and they will fill when it rains. Passing on them, should come no surprise the car's physics should react realistically with the suspension depending on the stiffness. http://www.scdot.org/doing/images/PavementPerservation/crack_sealing.jpg
  • Smoke Physics. When doing a burnout, the smoke should be blown away in the direction of the wind. It should be like Prostreet, or even better. It should make Prostreet smoke, look stupid in comparison. All the little details like how it gets out of the tire. When you drifting fast, the smoke should be real in terms of physics.
  • Jump. When you doing stunt, your car shouldn't feel like its an airplane. It should be more realistic. There should be some risk in doing a jump. It's so boring knowing that in recent NFS you take a jump, 80% you will land safely if didn't crash into a building or wall. The car should be able to land on the bumper, flip over, or even on its side like in real life. Meaning if you go on a ramp, and you pass with only half side off the car. You should be able to drive only on two wheels or flip the car over.
  • When drifting, or doing a burnout. The physics should let you feel like you are out of control. Like you are doing something dangerous. I wanna feel like my car is sending me brutally around, and I am trying to control it. Like being on top of a crazy bull, or horse. I'm not in control, but I am. I should be able to counter steer, even do a reverse entry if I'm that good.
  • When you hit a car in the back, you could make it spin out. Like Vin Diesel did with Paul Walker --- > https://www.youtube.com/watch?v=FD3Xh_Qez_Y When you hit a car on its side, it should lose control a little. Unlike Burnout, the game makes sure you crash. There should be a little fear when one is next to you in a drag race, and he tries to hit you so you hit in incoming traffic or pole. Imagine what will happen when you in a pursuit, cops start hitting you.
  • Crashes should be spectacular. All in real time, physics based. No Burnout crash, with a whole cam. No! Fast, and respawn. Continue. I don't want no slow motion cam Micheal Bay crash /over dramatic crashes. Fast real time flipping over like Fast and Furious 1 dom crash. But it should happen fast, you get totaled. You can spawn as fast as you want with the button press. Shouldn't annoy the player. Like previous Criterion's previous NFS games or Burnout games.
  • If the road is a little inclined, should impact the physics of the car while turning/drifting. Also in combination when its wet, or icy. Depending the angle of how inclined it really is.
Why this is important? :
  • It will give the player more freedom when driving. You wanna do a Polka Dance, go ahead and do so. We won't restrict you by demanding you to go above 100 to pull of a drift and we counter steer for you. You want to counter steer, please feel free to. Criterion physics is like when your mom holds your hand in high school.
  • More precision, less confusion. For hardcore driving game players, Criterion handling is only more confusion, less precision. We want to downshift, hold handbrake up a little when we are coming to fast in a drift train. Damage control so we won't hit the fellow in front of us, but with Criterion Handling. We can't! If you want to include drift train/ tandem drifting in your game. Precision is key, when it comes to gameplay.
  • A Blackbox handling will increase replay-ability. It's not as hard as GranTurismo, so casual gamers could easily learn to play it in few weeks, and hardcore NFS fans will feel right at home with it. If the casual can't seem to understand how to drive a car, then they should play Mario kart or just keep playing Fifa or FPS games. Point is, target your fans. We know how to drive cars! If not, we would not be NFS fans in the first place.
  • Adrenaline and variety. You don't know what to expect next. You are driving now on a nice road, 25 min later you could be on wet or icy roads. Kicks up your adrenaline, as you should always be aware. In Underground I get way more adrenaline than recents NFS, because the car slips at times. The fear of going to fast when you are 1st place and spinning out in a corner, right when you are about to win. Add that sense of feaadrenaline back in NFS.
Ghost_Ben
submitted by Iceman_Nightmare to needforspeed

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