> I have very mixed feelings about skidding. Sharp Turn fulfill its role
> very good.
> New solution isn't perfect because:
> 1. Skidding is hard to control.
The new skidding needs some times to get used to, and we will continue
doing more tweaks before the release. You have to have a complete
different mindset from the previous usage of the 'sharp turn' key. I am
even considering adding a tutorial, since I'd suspect many players might
have problems getting used to it.
The new skidding is supposed to be useful in two situations:
- longish/wide curves (note that you can still adjust steering angle
somewhat when you started to 'collect' skidding).
- Tighter curves, which you can approach in a wider curve (so that
when you release skidding after the wider curve the kart will face in
the right direction to take the tight curve). This is quite track
dependent, having either the right shape or at least wider roads
> 2. If you don't use it, you will be worse than computer.
Yes, but the same can be said for nitro, zippers etc (hopefully ;) ).
Also the AI's usage of skidding in lower levels will be tuned as well,
i.e. they might not use it at all, or less frequently.
> 3. I must release the key, when I want turn the other side.
> It's problem, when I want quickly get around i.e. a banana and I want
> quickly turn left and right.
Yes, skidding needs a bit more planning, and perhaps changes to track
design (i.e. placement of tracks). Easier tracks might avoid putting
bananas in places where people might want to skid (or come out of a skid).
It also adds some strategy to dropping gums ;)
> 4. Rational explanation.
> I drive a car and I do something like Sharp Turn. Then, when I release
> the key, I get additional speed. Why? It's logic when other car drives
Why do cakes explode, zippers give you a speedup (I am still trying to
find one on a real road ;) ), or a bubble gums slow down your kart.
> in a front of me - low air resistance, and then we get turbo. But why on
> turning? I have special turbo in my car and I can enable it only in that
> moment? Why not in other?
It's just a matter of game design, and trying to make the game more
interesting. By proper planning you can get a bonus.
> Sharp Turn was very good, and I wouldn't replace it by anything.
The new skidding can be used for sharp corners, though admittedly it
needs practice and potentially a properly designed track. One track
where it works quite good is actually 'classic subsea', which has a very
tight curve. The sharp turns in Minigolf are a bit too sharp at this
stage (i.e. with the current parameter settings we use for skidding -
which might not be final yet), making the roads somewhat wider would
actually help (this would allow you to better tune the angle you have to
drive, thus allowing you to match the release angle when stop skidding).
Otherwise: for sharp turns you can use braking.
Thanks a lot for your feedback