PiBoSo Official Forum

General => Off Topic => Topic started by: rodney007 on February 14, 2015, 07:09:08 PM

Title: RIDE - Gameplay
Post by: rodney007 on February 14, 2015, 07:09:08 PM
Looks good!,

https://www.youtube.com/watch?v=uv8XoHT54Uk (https://www.youtube.com/watch?v=uv8XoHT54Uk)

VVV overview: (6:32)

https://www.youtube.com/watch?v=rQfUK8bWHss (https://www.youtube.com/watch?v=rQfUK8bWHss)

Title: Re: RIDE - Gameplay
Post by: Hawk on February 14, 2015, 08:01:26 PM
"Looks good" being the operative words here..... Physics look crap; probably better off buying MotoGP2014(not much better, but eh). Lol

Really don't know why your even entertaining such a gimmicky bike game. It'll be like all the others; plenty of eye-candy to draw the pundits in but will have absolutely no substance.  :P

Hawk.
Title: Re: RIDE - Gameplay
Post by: matty0l215 on February 14, 2015, 08:11:42 PM
But i get to ride the fancy looking bike flat out! ;) ;)

Title: Re: RIDE - Gameplay
Post by: doubledragoncc on February 14, 2015, 08:19:09 PM
I saw it a while back and just could not be bothered to post the crap. Its typical milestone shite, no physics and just give gas and dont worry. They will never learn. Its a kids game and nothing more.

Alan from VVV is big on old games and does not care about realism as he states in many of his reviews. This is another, crash from one barrier to the other, not fall off and still win BS. Milestone should be ashamed to fob this pile of shit on paying customers in 2015!!!

All hail Piboso!!!!!!!!!!!!!!!

Just saying  8)

DD
Title: Re: RIDE - Gameplay
Post by: rodney007 on February 14, 2015, 08:32:17 PM
Looks better than GP14 physics. looks like it has potential.
Title: Re: RIDE - Gameplay
Post by: doubledragoncc on February 14, 2015, 08:35:43 PM
Come on rodney you cant be serious with that statement apart from ANYTHING will have better physics than GP14, shit my turds have more physics involved in them!!!!

DD
Title: Re: RIDE - Gameplay
Post by: BOBR6 84 on February 14, 2015, 08:45:12 PM
il be playin!!  ;) nice to av some flat out fun now and again  :P

besides.. its a bike game! only milestone and piboso keeping the damn things goin!!
Title: Re: RIDE - Gameplay
Post by: matty0l215 on February 15, 2015, 10:07:37 AM
Quote from: BOBR6 84 on February 14, 2015, 08:45:12 PM
il be playin!!  ;) nice to av some flat out fun now and again  :P

HEATHEN! >:(
Title: Re: RIDE - Gameplay
Post by: girlracerTracey on February 15, 2015, 03:31:22 PM
Quote from: doubledragoncc on February 14, 2015, 08:19:09 PM
This is another, crash from one barrier to the other, not fall off and still win BS.

That's on "arcade" setting to be fair DD. Same thing happened in the old gp500 pc game on arcade setting.

I am reserving judgement on this one. I will sample it and see..

We are talking about different genres here though. Motogp14 and RIDE are mainstream console based games. The remit was never to produce a game with full simulation physics. For the simple reason a game with full-on simulation physics on mainstream console release wouldn't sell terribly well..

gpbikes by comparison is designed to be a simulator and is very much a work in progress..

You cannot in my opinion really make direct comparisons between the two. The design briefs are completely different. I think that's the truth here.

But make no mistake motogp14 races extremely well online (faults in the collisions model notwithstanding) as a "simcade" racer. I think the fact that we are talking about a simplified (read "easier" & less realistic) & easier to master physics model by its nature does produce very competitive & close racing. Of course some are pushing Milestone to make the physics model more challenging in certain areas. To push it more towards a simulation..we are talking to the head of the Milestone Development team about this at this very moment. But I don't expect any miracles..

The truth is there are presently flaws in the gpbikes physics model also. They need to be ironed out. In this respect gpbikes in certain specific areas lacks realism also atm as we all know.
There is also the core.exe problem. This is why a few ppl are taking a sabbatical from gpbikes just at the moment. No doubt they will return in the future when things have been resolved.

But different genres guys. One is a "simulator" the other is a game. Never the twain will meet in truth.

I personally believe that if Milestone wanted to they could quite easily move their physics model more towards the simulation end of the spectrum. Not to match PiBoSo's work but at least to move more towards that direction. Milestone have no intention of doing this however.

This old video I think proves the fact. SBK2001 by Milestone is not gpbikes but it was and is closer to gpbikes than motogp14 I think. By design. 

https://www.youtube.com/v/V7Wq7tc-5_I

grT  ;)






Title: Re: RIDE - Gameplay
Post by: h106frp on February 15, 2015, 04:31:46 PM
As long as they do not try to sell it as 'a real riding experience' or 'challenging simulation' or whatever other guff they come out with. Fed up with being sold a load of hype  only to load it up and find its pretty but dull.
Title: Re: RIDE - Gameplay
Post by: iVolution on February 15, 2015, 05:35:42 PM
Quote from: girlracerTracey on February 15, 2015, 03:31:22 PM
Quote from: doubledragoncc on February 14, 2015, 08:19:09 PM
This is another, crash from one barrier to the other, not fall off and still win BS.
....
grT  ;)
Spot on as always, +1 for the sbk2001 reference
Title: Re: RIDE - Gameplay
Post by: WALKEN on February 15, 2015, 05:49:07 PM
Regardless of the target market, the interpretation of physics are that of an opinion of what feels right bridging the gap of virtual vs reality.

GP500 and MotoGP 1 (Climax) were good examples of fun vs reality.  Modern developers have lost sight in my theory of remote controlled toy bike that is 99.9% used in third person.

Good example of fun physics-         http://www.miniracingonline.com/index.php?Lenguaje=en

or-   http://www.amazon.com/RC-Cars-PC/dp/B00017JJ8Q


Anything in 3rd person is not simulation unless it is remote controlled simulation. 

The idea of a crossover in todays designs are an abomination oppose to what was once on the right path.

Playing any of the console racing games is like trying to learn guitar with guitar hero.
Title: Re: RIDE - Gameplay
Post by: girlracerTracey on February 15, 2015, 05:50:00 PM
I don't think they would dare h106frp..!  ;) Having said that Polphony called their arcade game "Tourist Trophy" the "Real Riding Simulator".

This amounts to nothing more than semantics really. Milestone are no different to any other developer in this respect. Better than most perhaps in not making false claims? Certainly better in this respect than Polyphony that's for certain.. !!!!

Really the same could be argued to apply to gpbikes. How do you accurately describe gpbikes? As a "simulator" I would suggest. But in terms of whether or not gpbikes is a "100% accurate "simulator" " that I would suggest is another matter entirely. By definition the degree of accuracy and the realistic feel of any "simulator" is down to (expert) subjective opinion. A consensus of expert subjective opinion ideally. After all one is talking about a simulation here and not real life.

Don't get me wrong I think gpbikes has huge potential but irrespective of the design of the physics model and the input of accurate real world data the end result is still subject to the scrutiny of individuals who are intimately conversant with and who have experienced the real life event or activity that is being simulated. Hence with the design of the F1 simulators the expert verdict and opinion of real life F1 racers is considered to be of paramount importance.

But no I agree Milestone certainly cannot sensibly make such claims in relation to Motogp14 or RIDE.  ;D

grT





 
Title: Re: RIDE - Gameplay
Post by: Docfumi on February 15, 2015, 06:03:34 PM
Quote from: WALKEN on February 15, 2015, 05:49:07 PM
Playing any of the console racing games is like trying to learn guitar with guitar hero.

Statement of the century.  ;)
Title: Re: RIDE - Gameplay
Post by: BOBR6 84 on February 15, 2015, 06:37:49 PM
I think this age old debate is pointless here..

Gpbikes is ''trying'' working towards being a simulator.. Its not a simulator as of yet.. Beta3 was great but since then other things like, lean angle rev changes etc have been added!

So.. What does that make beta3 and all the other beta's?

The real question is will any of us get the oportunity to judge the final product with a state of the art full motion simulator?






Title: Re: RIDE - Gameplay
Post by: doubledragoncc on February 15, 2015, 08:09:55 PM
Well I just got back from the bike show where I tried it on the PS4 and it is sooooo lame. It was just toooooooooo easy and no fun for me. I did however get to talk to the rep for the ride and they gave me the contact info to talk about me controller so I told them it was a great game!!! Will I now go to hell and be banished to ride a vespa for eternity????

DD
Title: Re: RIDE - Gameplay
Post by: girlracerTracey on February 15, 2015, 08:43:10 PM
Hi DD. We had a guy from xbla do the same thing at the show. The demo version of RIDE at the show is locked into a mode where most if not all riding assists are turned on. Including infuriatingly "auto brakes". So you are on standard difficulty setting (as opposed to "semi-pro" or even god forbid "pro" setting) and the riding assists are all turned on from what I understand. tcs on full, auto braking etc. etc.

The chap concerned from my xbla racing league actually pleaded with the guy in charge to switch off the assists and set it to "pro" handling. He was told that the mode the demo was in was the only mode available. So the answer was a "no" to his polite request..

I think we are all none the wiser really about this new game because of this. It could be quite good it could be really bad. We just don't know yet.

What a crazy thing to do a bike show. It's not as though real life bikers are incapable of operating manually operated brakes..or at least you would have thought so anyway ;)

Another great Milestone "moment" in arranging the basis for the demo I think..  ::)

grT  :)
Title: Re: RIDE - Gameplay
Post by: h106frp on February 15, 2015, 08:55:59 PM
I'm guessing it may as well have an auto-rider, just sit back and watch the visuals go past, maybe its a 'gaming sim' where you can pretend to be playing a computer game while you are actually off doing something else.

I think this just demonstrates where gaming is at the moment in the wider sense, small developers used to be proud of their gameplay and product longevity, now it just seems that they are just interested in franchises and selling add-ons, i guess its no-mods and purchase for cash bikes/leathers/tracks...

Why wont they just finish at least one of these to a decent level cant take much more effort to add at least original SBK handling, you can always dumb it down in the options if that's your thing. I avoid the term physics because even without modeled physics you can have bikes that at least 'feel' realistic.

Title: Re: RIDE - Gameplay
Post by: HornetMaX on February 15, 2015, 09:57:34 PM
Quote from: girlracerTracey on February 15, 2015, 08:43:10 PM
I think we are all none the wiser really about this new game because of this. It could be quite good it could be really bad. We just don't know yet.
We may not know, but if asked "Will this game be crap like the past ones or much better ?" I know for sure where I'd put my money on  ;D

MaX.
Title: Re: RIDE - Gameplay
Post by: doubledragoncc on February 15, 2015, 10:05:38 PM
Watching the visuals surprised the shit out of me, they were like something from 4 years ago, nothing special and bland and repetitive.

If you want to try it out go right ahead but I can see many getting bored real quick with it as far as riding satisfaction goes.

I would rather hang with the big boys and girl here and spend time dustin me ass off after I dump the bike again lol.

Each for their own. Its just actually trying it pissed me off. I had hope for something better for once.

DD
Title: Re: RIDE - Gameplay
Post by: girlracerTracey on February 15, 2015, 10:51:50 PM
In commercial terms motogp14 has been a success though Max. For a relatively small independent developer in the sphere of the mainstream gaming industry it has shifted a requisite number of units. It's a matter of taste. Most people, most mainstream gamers, would not I think warm to the challenges of gpbikes. That is an undeniable fact of life I'm afraid. Does this fact make motogp14 "crap"? I guess the answer depends on the criteria by which you judge the question and the possible answer..

Motogp14 for the type of game it was designed to be, having played it week in week out for over 8 months now, is actually pretty good as a "simcade" racer. Much better than anything that preceded  it on the consoles in my personal opinion and in the opinion of most ppl who have played it and taken the time to get used to the game.

Equally I have to tell you that I know a number of ppl who have recently tried the gpbikes demo and have immediately put it down again. They describe their experience as being as unimpressive as no doubt yours was Max on motogp14. So two sides to this one I think if I am to be honest with you guys on what is the official gpbikes forum. Gulp! ;)

My genuine concern with this, notwithstanding the current perceived flaws with beta 6c, is that  the gpbikes demo, in its current state, is not selling gpbikes to ppl out there quite as well as it could be doing. The 125cc bike is struggling badly I think under the latest beta releases.

So why not expand the demo to one of the mod bikes that does work well with beta 6 physics? Seems like an obvious thing to do to me. Or get the default bikes working properly in the current version of the game and do so as promptly as you possibly can!

As I opined earlier in this thread we are talking about different genres here Max. In terms of a main-stream game with main-stream appeal gpbikes, particularly in its current state, would, I have to be say, be an absolute non-starter. Ditto motogp14 would be as an "indie" developed m/c racing "simulator". "Different horses for different courses" as it were.

So what is "crap" to one person and to one commercial context might not be "crap" to a different person and in a different commercial context..if you get my meaning?

What did you expect Max? You cannot realistically expect a hardcore "sim" physics on a general console release?  ;)

The problem, as I see it, is that we only have two alternatives these days. PiBoSo or Milestone s.p.a.   

There is sadly no other competition out there and no "occupied" middle ground, as such, which might produce a greater variety of "sim" orientated m/c racing games. Which in my view is a great shame. The golden age of the commercial gaming industry, of the turn of the millennium, has sadly now passed.

This is why it is so important that PiBoSo drives this thing forwards as best he can. Milestone s.p.a. needs at least some form of competition. Or I fear we might all be doomed..

Kart Racing Pro is all very well & good but it ain't on two wheels Mr PiBoSo.  ;)  We need this project to be taken forward & ultimately finished. I sincerely hope that this does happen with gpbikes. I think the end result could truly be something special.

grT



Title: Re: RIDE - Gameplay
Post by: matty0l215 on February 15, 2015, 11:15:01 PM
Got a TLDR version of that :P haha

As the old saying goes "horses for courses". If you want to blast around on a moto gp bike as rossi or marquez without a real challange, gp14 is great fun, esspically to muck around on with mates :D
Title: Re: RIDE - Gameplay
Post by: WALKEN on February 15, 2015, 11:19:43 PM
Good thing this is in off topic and with that being said its rightfully so.

Discussing GPBikes in a console game thread is worthless!  GPBikes will just keep on. keeping on while others will come and go year after year.

If I was to compare this "new" game "ride" I would say its rival is long since been gone, Tourist Trophy.  I doubt  Ride will even come close to Tourist Trophy. 

I also feel GPBikes does not need to be appealing to the console market in any way shape or form as its apples and oranges. 
Title: Re: RIDE - Gameplay
Post by: Hawk on February 15, 2015, 11:22:06 PM
@Tracey: I remember telling Piboso straight after the release of beta 6c that the default bike physics would actually stop people from buying GPB and that the default bikes urgently need their physics updating pronto or sales will drop through the floor. The default bikes available for demo users in their current state are an absolute disgrace in my opinion and do nothing at all in promoting GPB; in fact they are very likely to put people off buying GPB. I've stopped using the 2 strokes altogether because they are so bad(All two stroke MOD Bikes have default bike physics files too). But nothing has been done about it, so I can only assume he's not that bothered until the release of the next beta?? Crazy in my opinion!!  Very frustrating indeed, especially when he goes on about GPB not selling very well. Well the answer is staring him in the face as far as I'm concerned! ::) ::)

Get the default demo bike physics sorted out Piboso(or get one of the Physics modders to sort them out for you? Seems a good idea to me. ).... I mean God knows what damage has been done to sales with the crappy bike physics on the default demo bikes.  ::)

If only people could demo ride the good bikes in GPB.... I'm sure they'd drop the likes of MotoGP 2014 straight away. Now there's a thought! Just allow demo users to install bike mods but not the tracks. That's a good idea I think!  ;D

Hawk.
Title: Re: RIDE - Gameplay
Post by: BOBR6 84 on February 15, 2015, 11:30:10 PM
very good idea! modded content is all free anyway..
Title: Re: RIDE - Gameplay
Post by: Daniel_F on February 15, 2015, 11:34:52 PM
damn im getting this game!!

image gbp with all the stuff from modders would be a real ........

my two cents xD
Title: Re: RIDE - Gameplay
Post by: h106frp on February 15, 2015, 11:36:17 PM
Things are starting to remind me of the last time the games industry went down the pan (i am from home computer generation 1), after the boom of the bbc micro/spectrum/vic20/amiga came a lot of early console stuff and people soon got bored of the game play. All that seemed left were repetitive copies of sonic and mortal combat with a few rare highlight i will admit :).

Bit of a gap till the early 386's became affordable and small developers, especially shareware titles started with some new ideas wolfenstein/doom/xwing for new 3d shooters and early decent flight/driving sims. Also a huge variety of adventure/platformers/strategy that drew in a larger audience. New technology evolved (486/pentium) and programmers built on this to establish early classics like quake, C&C, syndicate, monkey island, prince of persia etc.

Then we get PS1 owners wanting to play PC games and the shift to consoles from the PS2 onwards, money to be made and everyone leaps on the bandwagon. But we just do not seem to move forward anymore and seem to be back to dull repetitions of old game models. Small developers lack a real platform for their work, i know Steam and MS have tried so they must see the problem but nothing as independent as the old shareware model and im not sure this would work with today's 'everything for free' download attitude.

Maybe we will go full circle and a cooling market will let some innovation take hold again and we will see some new ideas and quality software emerge again.

I think its notable that the new Elite:Dangerous game had to find a way to avoid publishing houses in order to build the quality game they wanted, finished to a standard they found acceptable without being forced into shortcuts in development or premature game release as they had been previously. By all accounts it is the game players wanted but publishers just do not understand.

Rant over..  :)

Title: Re: RIDE - Gameplay
Post by: girlracerTracey on February 15, 2015, 11:48:07 PM
Quote from: matty0l215 on February 15, 2015, 11:15:01 PM
Got a TLDR version of that :P haha

Sorry! lol. I am told I could talk for England on the phone also.

When I'm typing it all seems to happen so quickly as well..

grT  :)
Title: Re: RIDE - Gameplay
Post by: BOBR6 84 on February 15, 2015, 11:55:51 PM
im a 1 finger typer lol. all i get is WARNING somebody else has posted whilst you take all day..  ::) lol

i started on the Amstrad  ;) then i went the console route... so you can blame me  :P

Gpbikes brought me to pc land  ;)
Title: Re: RIDE - Gameplay
Post by: HornetMaX on February 16, 2015, 12:35:04 AM
Quote from: girlracerTracey on February 15, 2015, 10:51:50 PM
In commercial terms motogp14 has been a success though Max.
Sure, never said the opposite. If the goal is sell volumes, the Milestone's approach is probably the correct one.
"Crap" was meant from our point of view, meaning people caring at least a bit about the "sim" side of the thing.
But we're niche. And we'll stay niche no doubt.

Quote from: girlracerTracey on February 15, 2015, 10:51:50 PM
For a relatively small independent developer in the sphere of the mainstream gaming industry it has shifted a requisite number of units.
I'm not sure I'd label them "relatively small independent developer". The means put into MotoGP14 and RIDE are not small: lots of tracks and bikes, lots of official licenses (wait, where's the DLC for Alpinestars earplugs ?), lots of gimmick stuff (that still requires lines of codes, plenty), motion captures for rider animations, ...

I'm practically sure they could do an excellent bike sim: they have the dev power, add a couple of top notch engineers for the physics and bam, done.
Problem is: it wouldn't drive more sales than the stuff they do today, so they don't bother. End of the story.

MaX.

P.S.
I started on vic-20 (3KB ram), after my uncle amazed me with a home made chess player with 7 segments display.
When I look at what an half-decent amateur developper can do today in 2 hours, I'm just amazed.
Title: Re: RIDE - Gameplay
Post by: rodney007 on February 16, 2015, 12:58:36 AM
The more I watch the more I see it has potential. I am looking forward to the street courses and hopefully making some mods/bikes for this game.

Until this game (GPbikes) gets sorted out which will likely take 10 years at the rate things are going at now. Games like "Ride" will be few and far between and we should
keep an open mind about how it will actually be like and the modding potential.

Title: Re: RIDE - Gameplay
Post by: h106frp on February 16, 2015, 01:09:25 AM
Quote from: HornetMaX on February 16, 2015, 12:35:04 AM


P.S.
I started on vic-20 (3KB ram), after my uncle amazed me with a home made chess player with 7 segments display.
When I look at what an half-decent amateur developper can do today in 2 hours, I'm just amazed.

After the schools beeb micros and RML my first machine at home was Spectrum 48k , spent hours prodding the squidgy rubber keys with ZX basic and my fingers were never the same after trying to run the 4000m in Daleys decathalon ;D. First 'real' computer was a donated newbrain (about the size of an oven :o) and i learned Pascal on that. Totally spoiled these days - maybe thats the problem for modern game programming, you can get away with being 'lazy'
Title: Re: RIDE - Gameplay
Post by: HornetMaX on February 16, 2015, 07:54:29 AM
Quote from: rodney007 on February 16, 2015, 12:58:36 AM
The more I watch the more I see it has potential. I am looking forward to the street courses and hopefully making some mods/bikes for this game.
Modding in RIDE ? Has anybody mentioned this officially ?
I can't remember any modding support in MotoGP 14 (but tbh I don't follow this stuff closely).

Quote from: h106frp on February 16, 2015, 01:09:25 AM
After the schools beeb micros and RML my first machine at home was Spectrum 48k
I was drooling over these 48K beasts :)

Quote from: h106frp on February 16, 2015, 01:09:25 AM
First 'real' computer was a donated newbrain (about the size of an oven :o) and i learned Pascal on that.
Incidentally, me too I started coding with Pascal (apart the vic-20 basic).
I'm a bit ashamed about it now, but when I was at high-school I actually purchased a Pascal compiler with my own money: you should have seen the face of the guy at at the shop when I told him I was there to buy it ... can't be 100% sure, but the price translated to today's value would be something in the 300-600Euros.

To add a bit of extra shame, the product was called Borland Turbo Pascal 5.0 ( ::) ).  Quite nice though: fully integrated IDE with debugger and profiler. All ASCII of course, no graphics. DOS FTW !

MaX.
Title: Re: RIDE - Gameplay
Post by: h106frp on February 16, 2015, 08:17:19 AM
Quote from: rodney007 on February 16, 2015, 12:58:36 AM
The more I watch the more I see it has potential. I am looking forward to the street courses and hopefully making some mods/bikes for this game.

Until this game (GPbikes) gets sorted out which will likely take 10 years at the rate things are going at now. Games like "Ride" will be few and far between and we should
keep an open mind about how it will actually be like and the modding potential.

Almost certainly will not happen, add-ons/premium content are now the cash flow basis for a lot of new games and the publisher will want to control this business. The only real way it might work is some sort of 'store' model where third party mod revenues might be divided between author and publisher.

@MaX, wonder how many would appreciate DOS now, it did have many virtues, low overhead, full low level system access etc, but needed time spent with config.sys (that 640k barrier  ???) and autoexec.bat trying to configure your entire OS just to run one game - boot disk anyone  ;D
Title: Re: RIDE - Gameplay
Post by: Docfumi on February 17, 2015, 08:53:23 PM
I hope this game is good, but my heart tells me it will be another bad attempt from Milestone at a motorcycle game for kids and guys who sit at home and want to bounce off guard rails at full speed and talk trash online about unrealistic lap times and that is why I have no real interest. The game looks good but I would rather have an Open World Motorcycle game in the style of TEST DRIVE UNLIMITED were you can race or just ride around a huge map with friends. I am getting a bit bored of rolling in circles.   :o
Title: Re: RIDE - Gameplay
Post by: doubledragoncc on February 17, 2015, 09:46:30 PM
Someone said VIC-20 and Amstrad.........................I'm not the only old fart...............YEAH I feel 25 again WOOOHOOOOOOOOO

Sorry needed that. I hope for all who get "The Ride" enjoy it, I would never wish a bad experience on anyone, I just feel that Milestone has let the real biking community and the real racers from MotoGP down. Car games are getting so real why cant bike games run in the same league? I think a lot is because there is no real controller for the everyday joe to use and thats why I am trying to make one that most can afford. I really think more would play bike games and sims if they did not have to use a pad. I cant use one to save my life!!!. A bike needs so much more controlling than a car, you run out of fingers and thats why many games dont have clutch useability. I think its hard for anyone to control bikes in any game or sim as they really want to and it makes it hard to enjoy when it is complicated. I think the ride will be okay for what it is, a game and programmed for a game pad, nothing more. I dont think things will change with the gaming physics for the mass produced games until the programmers have a controller to program for!!! Its a vicious circle right now. I hope I find a way to really change it.

Thanks grT for the heads up on the demo mode, it would explain a lot. Maybe I wont hang the game yet then lol.

DD
Title: Re: RIDE - Gameplay
Post by: BOBR6 84 on February 18, 2015, 10:40:48 AM
I think thats exactly it DD..

So many car games and steering rigs these days.. Bike games have been left behind!

Motogp 1 or 2 on original xbox had over 200,000 players!!!  :o and them games were really arcade.. Nothing really progressed..

Il play RIDE with a group of people iv been racing online with for years now.. Its just a ''craic'' :)

Gpbikes is still what I want to see come through but its a very slow WIP project.. Its nice to play a ''complete'' game now and again..

Title: Re: RIDE - Gameplay
Post by: davidboda46 on February 18, 2015, 07:04:23 PM
Quote from: BOBR6 84 on February 18, 2015, 10:40:48 AM
Gpbikes is still what I want to see come through but its a very slow WIP project.. Its nice to play a ''complete'' game now and again..

Well MotoGP 14 on pc is still anything but a complete game. Let's put it this way, if you can't even exit the game without the task manager, there are some serious issues. And Milestone has patched it, but the problems persist. And customer service is non existent. Same kind of problems with MXGP.

/David "Gonzo" Boda #46
Title: Re: RIDE - Gameplay
Post by: matty0l215 on February 18, 2015, 07:17:20 PM
Quote from: davidboda46 on February 18, 2015, 07:04:23 PM
Quote from: BOBR6 84 on February 18, 2015, 10:40:48 AM
Gpbikes is still what I want to see come through but its a very slow WIP project.. Its nice to play a ''complete'' game now and again..

Well MotoGP 14 on pc is still anything but a complete game. Let's put it this way, if you can't even exit the game without the task manager, there are some serious issues. And Milestone has patched it, but the problems persist. And customer service is non existent. Same kind of problems with MXGP.

/David "Gonzo" Boda #46

I don't have a problem of exiting GP 14 on pc, but it wont save my controller settings :P
Title: Re: RIDE - Gameplay
Post by: BOBR6 84 on February 18, 2015, 09:07:30 PM
yeah milestone suck lol leaderboards are screwed too  ::)

Title: Re: RIDE - Gameplay
Post by: davidboda46 on February 19, 2015, 02:13:40 AM
Quote from: matty0l215 on February 18, 2015, 07:17:20 PM
Quote from: davidboda46 on February 18, 2015, 07:04:23 PM
Quote from: BOBR6 84 on February 18, 2015, 10:40:48 AM



I don't have a problem of exiting GP 14 on pc, but it wont save my controller settings :P

Have you tired playing career mode and then try to exit the game? And if you want to save your controller settings I think the trick is to enter the game with "enter" and not with your controller... Nor sure, was a long time since I played it but I remember googleing something like that...

/David "Gonzo" Boda #46
Title: Re: RIDE - Gameplay
Post by: matty0l215 on February 19, 2015, 07:34:47 AM
Quote from: davidboda46 on February 19, 2015, 02:13:40 AM

Have you tired playing career mode and then try to exit the game? And if you want to save your controller settings I think the trick is to enter the game with "enter" and not with your controller... Nor sure, was a long time since I played it but I remember googleing something like that...

/David "Gonzo" Boda #46

Thanks I'll try that :)
Title: Re: RIDE - Gameplay
Post by: girlracerTracey on February 19, 2015, 03:10:08 PM
Beware fellow travelers in the crazy and surreal world of Milestone racing games..

Do not with bravery a forethought buy a Milestone m/c racing game release on pc. Do so at your doom & peril!  ;D

These titles, motogp14 and I suspect RIDE, are the most basic console to pc ports and should carry a government health warning and a carefully worded disclaimer. Warning you about what you are about to receive..

I have motogp13 and motogp14 on xbox 360, PS4 (as applicable) and on pc. The pc versions are dodgy to say the least. Particularly regarding the stability and reliability of the online environment. In terms of dodgy pc version netcode and unreliable pc servers.

If you really wish to enjoy the "delights" of motogp14 you have to be on xbox or PS4. I have all three versions, being a glutton for punishment, and the console versions are fine (leaderboards notwithstanding!). The Steam/pc version is by contrast not so fine..

Will this change with motogp15 and RIDE? I doubt it.

I think the truth is that for Milestone the pc format is just a tacked-on after-thought.

grT  ;)



   
Title: Re: RIDE - Gameplay
Post by: matty0l215 on February 19, 2015, 04:19:30 PM
For £10 including all DLC i wasn't too bothered when it didnt work :P
Title: Re: RIDE - Gameplay
Post by: doubledragoncc on February 19, 2015, 05:03:40 PM
I get mine free so its no harm to me pocket, but it is still an insult as a biker. If it was that easy to ride when I was a dispatch rider I would have got twice as much jobs done lol.

DD