Nooooo not my darling too. How can you betray me like that, GT Sport :((
I haven't noticed issues more recently, but there was a point at which the rubber-banding was clearly there. What happened in my case is that a car I happened to not pass early on in the race would gradually pull further and further away, and it'd be completely impossible to make up the distance between us. What was particularly strange about it is that they'd never pull that much further ahead, as it seemed as though the game was just trying to keep a certain distance between the car in front of me and myself. If I messed up to the extent that another car passed me, and I didn't pass it very quickly, then it'd similarly pull ahead, and both of the cars in front of me would have a distance between them roughly equivalent to the distance originally between me and the single car ahead. It was really strange. Admittedly, I've since gotten better at tuning and targeting S1-rank cars with a performance index of 900, so it's possible that having S2-rank cars that were in the mid-900s was part of the problem. Still, the distance between the leading cars was really suspect, as I couldn't pass them at that point, and they wouldn't pull any further ahead as long as I was driving decently.Forza Horizon 4 doesn't have rubberbanding except in showcase events. The only "rubberbanding" it has is that the cars will slightly slow down if you are like 30 seconds behind (which I feel people dont have a problem with, the problem is the impossible speeds that make your good driving feel useless).
If you feel cars are doing crazy stuff it's probably because you have yet to learn how to drive/tune your car. Manual transmission for example makes a enormous difference when taking corners.
This has been tested and proven, I'm pretty sure you can find some youtube videos on it.
Let me actually get evidence for this since i'm googling a little more and I see conflicting examples.
This is some truly bonkers shit.Ridge Racer 3D on the 3DS was insane. Here's how the AI worked: If you passed a car, it was GUARANTEED to pass you back. There was nothing you could do to stop it. In the early races and the lower placed cars, after a certain number of retakes, the car would back off and let you stay ahead. Once you got to the end half of the single player game, the top 3 cars would always pass you back no matter what you did. It was impossible to stay ahead. The only way to win was to not pass them, stay as close as you can, then triple nitro during the last 1/4 of the last lap and hope you can block them for a second or two while you cross the finish line.
I tried to mess with the AI a couple time and the game glitched out on me. One time when I was in the lead I tried to slam on the breaks with 2nd place drafting me to see what would happen if my slowing down caused the third place car to pass us both. What happened was I got shot 40 feet straight up in the air pointing backwards.
The second time 2nd place was trying to pass me on the outside of a turn and it was one of those turns that starts wider and narrows at the end. I tried to box them out and cause them to slam into the guard rail and slow down. Right before it would have hit the guard rail the second place car forced itself into the lane I was in which caused me to go from 200mph to 0 and it raced down the track at warp 4 and suddenly became a half lap ahead of me.
Don't mess with rubber banding AI, it doesn't like it :lol
I always see complaints but I've never experienced this to be a problem. I remember Paul also stating it in these forums that they only slow cars down but the A.I can't exceed the performance limits of a car as well.It's what killed Driveclub for me. Can't stand cheating ai in racing games. Really takes you out of the immersion.
Now this is what pisses me off as games that employ this method allow the AI at will to activate certain choice lines of programming that allow to break the rules of the game and outright cheat. Included but not limited to.
Greatly exceeding normal maximum speed.
Activation of key items at will (Luigi and Mario with their damn stars, making themselves invincible to weapons and obstacles)
Ability to dodge at will certain obstacles.
Unaffected by own item use, for instance player can be hit by their own weapon backfiring the AI is invulnerable to this.
Now, ERA, I want you to post your experiences with this and let us collectively vent our frustration regarding this particular flavour of fuckery. I know Motorstorm is particularly notorious for this brand of fuckery, with some races being damn near impossible to win in later stages because of it.
There is no rubberbanding in CTR. The AI just happens to be relatively skilled on normal. Though it's still easy enough that you can end up haf a lap or more ahead of second place without much struggle once you know the game mechanics.New CTR. I loved the original but Rubberbanding didn't exist or wasn't this bad to notice. I stopped playing after two sessions. I'm so regretful that I bought the game digital and can't sell it at all.
Are you sure? I admit I might be rusty but I specificly remember that whenever I cut corners like thirty seconds, previously head to head rival magically cuts corner about thirty five seconds. Isn't that rubberbanding?There is no rubberbanding in CTR. The AI just happens to be relatively skilled on normal. Though it's still easy enough that you can end up haf a lap or more ahead of second place without much struggle once you know the game mechanics.
I'm positive. Here's someone playing the game on hard. Just look at how many mistakes it takes on the player's part for the AI to catch up.Are you sure? I admit I might be rusty but I specificly remember that whenever I cut corners like thirty seconds, previously head to head rival magically cuts corner about thirty five seconds. Isn't that rubberbanding?