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RaceFreak

RaceFreak

  • Registration Date: 08-03-2017
  • Last Visit: Yesterday, 09:03
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RaceFreak's Forum Info

  • Group: Registered
  • Total Posts: 13
  • Time online: 11 Hours, 55 Minutes, 14 Seconds
  • Title: Junior Member
  • Date of Birth:: Not Specified
  • Members Referred: 2
  • Reputation: 5 [Details]
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W temacie: All cars tested for acceleration and cornering

Odpowiedzi: 1

10-06-2019, 14:29

I promised full results of testing of all cars.
So here is a link for viewing the document, and some explanations about how I tested and what the document columns mean.

Testing of acceleration was done on flat, straight LV highway after making sure the car had 3/3/3 all max and has only standard dyno assigned to freerun mode. Measuring of the times was done by video editor. Three times were measured, the time it takes car to reach 100 km/h, then 200 km/h, and 300 km/h Here is a video for better understanding: https://youtu.be/fD1kTAjcuo8

Testing of cornering was done in San Fierro airport big loop, which is perfect flat circle. Using ps4 controller steering to the maximum all the time, and only thing that I was changing was the speed at which the car is able to go around that circle without moving outwards. Slowly increasing the speed of the car, until it either lost grip  or went onto the sidewalk after holding the same speed of the car for 2 laps, to increase test accuracy. Here is a video for better understanding: https://youtu.be/-tgIeV_Aqig

And now some explaining of the spreadsheet itself: https://docs.google.com/spreadsheets/d/1...sp=sharing

Spreadsheet has two pages, first page named "data" is where all the collected times and speeds are sorted by car class.
First column of the page is for car names, 2nd column is the time it takes the car to reach 100km/h shown in seconds.
3rd column is for the time it takes the car to get from 0km/h to 200km/h, and the fourth one is for 300km/h.
On the right-most column you can see the speed in km/h achieved on the cornering loop testing.

The second page named "analysis" is where the magic happens and is the reason why I wanted to do this testing.
Here, you can see three new columns with weird names "cornering / to 100".  Values in this column are the cars performance ratings for racing tracks that have very slow corners, small maps on which cars dont reach higher speeds than 100km/h.

"cornering / to 200" is for racing tracks on which cars dont exceed 200km/h, and the "cornering / to 300" columns is for max 300km/h race-tracks. 

Here is a quick tutorial how to sort "analysis" page to sort the cars in the order that you are want.
For example if you are interested in which car has the best acceleration from 0-200km/h:

1. press ctrl+a to select everything on the "analysis" page
2. go to "Data", then click on "Sort Range"
3. check the "data has headers row" and pick the category you want to sort by, select "time to 200 km/h"
4. click "sort" button

Now all the cars are organized from the fastest car to reach 200km/h, to the slowest. Now you know the car with the highest acceleration to 200km/h.

Have fun.

disclaimers: 
1: these tests does not include suspension testing, so you still need to try the car how it behaves on the road, if for example the A-type is mostly useless in city circuits because of all the sidewalks, which it cannot get over, or a car might have bad pole-breaker which would make it less useful as well. This is not a benchmark of all the car parameters, just the main ones.

2: Deluxo, beamer and locust are missing from these tests because I dont have those cars. I will add deluxo into this list after 3 days, I only need 3 more diamond hunt day. I will not be doing milestones for beamer or locust URls because I am leaving the parents house at the end of this month, and I will not have time or money to spend on getting a computer into the new apartment. So this post is a goodbye gift for all of you amazing people I enjoyed playing with over the last few years. Good bye Heart


EDIT: I added 0-300 and 0-200 performance rating to first page of the spreadsheet, for those who wanted to compare just cars in one class

W temacie: A question I need answered by a nfssa team developer

Odpowiedzi: 15

13-11-2018, 20:29

(13-11-2018, 20:02)YoWorstNightmare Wrote: No really, thats definitely not a Reason to remove the Racebanning System.

I have asked the Dev's, they have the same Opinon.

[Image: 7drxNBj.png]

Increasing the number of players that play on this server will enable more updates both thru potentially more/better programming/design talent if need be, also increase donations numbers. More players=better server overall. Enlarging the player-base is important enough to require a more detailed discussion and effort by more people. I dont think that one line of chat text is sufficient discussion on the topic. Still waiting for someone from dev team to respond to my original question

W temacie: A question I need answered by a nfssa team developer

Odpowiedzi: 15

13-11-2018, 19:50

(13-11-2018, 19:23)YoWorstNightmare Wrote: And players already are leaving Races Despite having the Racebanning System. Removing it wouldnt help with Overpowered Players wrecking Newbies in all Races. They would leave anyways.

Removing racebans would not help those who (QUIT) the race into desktop, but many players leave back into game menu (normal leave) and try different race, maybe leave again, until they find a way how to play more fair races, what limits to set when creating custom game, etc. But they would quit the server as well if they get a raceban. It certainly does hurt the player retention.

W temacie: A question I need answered by a nfssa team developer

Odpowiedzi: 15

13-11-2018, 18:51

(13-11-2018, 18:22)YoWorstNightmare Wrote: (Im no Developer but I can still kinda answer your question)

The more players in a race, the higher the reward at the End.
If we would stop racebanning and if the reward would stay the same no matter how many players have left, then players could easily grind Money and RP in a short amount of time.
Just imagine, 4 people start a race, 1 stays and the other 3 leave it. The 1 guy can easily win the race (the race will count as won then) and get max amount of Money and RP.
In that time the other 3 guys were able to start their own race in a matter of seconds.

Has there been a time, when this racebanning wasnt introduced, and this exploit was so widespread, that you were forced to implement racebanning and lower rewards after players leave? Or has the lower rewards always been after players leave, just for the simple possibility of such behavior? Was racebaning reactive measure or was it preventative?

The theory is, that players would use this exploit if they could. But if we removed racebanning and lower rewards now, would we actually see this problem pop up? 

You see, racebanning does a lot of harm when it comes to discouraging new players from staying on server because they get raceban. So the question now is, is this potential exploit (that we are not even sure would occur widespread enough to be a problem) doing more harm than scaring away new players? 


Which of these two things are worse? less players or faster farming that doesnt harm anyone?

W temacie: A question I need answered by a nfssa team developer

Odpowiedzi: 15

13-11-2018, 18:05

Asking these questions in general chat in-game always results in only jokes, and most of the time I play, no mod or nfssa team member is online, so I would like to ask someone who is knowledgeable on the subject.


question: What is the reason behind lowering reward from race after a player leaves it?

If a reward from race would not get lowered when players leaves a race, there would not be a reason to raceban players after they leave a race. Right? Or what am I missing something here?

Only new players who are not yet invested in the game leave races, and racebanning them will only prevent them from being invested in the game, because they cant access progression. 

So for the purpose of keeping a higher player count on the server, not banning players after they leave a race, and keeping the rewards for people in the race the same even after a player leaves would enable more players to like the server and play on it daily. 

I just want to understand the reasoning here, thanks for answering my question in advance.

Temat: All cars tested for acceleration and cornering

Odpowiedzi: 1

10-06-2019, 14:29

I promised full results of testing of all cars.
So here is a link for viewing the document, and some explanations about how I tested and what the document columns mean.

Testing of acceleration was done on flat, straight LV highway after making sure the car had 3/3/3 all max and has only standard dyno assigned to freerun mode. Measuring of the times was done by video editor. Three times were measured, the time it takes car to reach 100 km/h, then 200 km/h, and 300 km/h Here is a video for better understanding: https://youtu.be/fD1kTAjcuo8

Testing of cornering was done in San Fierro airport big loop, which is perfect flat circle. Using ps4 controller steering to the maximum all the time, and only thing that I was changing was the speed at which the car is able to go around that circle without moving outwards. Slowly increasing the speed of the car, until it either lost grip  or went onto the sidewalk after holding the same speed of the car for 2 laps, to increase test accuracy. Here is a video for better understanding: https://youtu.be/-tgIeV_Aqig

And now some explaining of the spreadsheet itself: https://docs.google.com/spreadsheets/d/1...sp=sharing

Spreadsheet has two pages, first page named "data" is where all the collected times and speeds are sorted by car class.
First column of the page is for car names, 2nd column is the time it takes the car to reach 100km/h shown in seconds.
3rd column is for the time it takes the car to get from 0km/h to 200km/h, and the fourth one is for 300km/h.
On the right-most column you can see the speed in km/h achieved on the cornering loop testing.

The second page named "analysis" is where the magic happens and is the reason why I wanted to do this testing.
Here, you can see three new columns with weird names "cornering / to 100".  Values in this column are the cars performance ratings for racing tracks that have very slow corners, small maps on which cars dont reach higher speeds than 100km/h.

"cornering / to 200" is for racing tracks on which cars dont exceed 200km/h, and the "cornering / to 300" columns is for max 300km/h race-tracks. 

Here is a quick tutorial how to sort "analysis" page to sort the cars in the order that you are want.
For example if you are interested in which car has the best acceleration from 0-200km/h:

1. press ctrl+a to select everything on the "analysis" page
2. go to "Data", then click on "Sort Range"
3. check the "data has headers row" and pick the category you want to sort by, select "time to 200 km/h"
4. click "sort" button

Now all the cars are organized from the fastest car to reach 200km/h, to the slowest. Now you know the car with the highest acceleration to 200km/h.

Have fun.

disclaimers: 
1: these tests does not include suspension testing, so you still need to try the car how it behaves on the road, if for example the A-type is mostly useless in city circuits because of all the sidewalks, which it cannot get over, or a car might have bad pole-breaker which would make it less useful as well. This is not a benchmark of all the car parameters, just the main ones.

2: Deluxo, beamer and locust are missing from these tests because I dont have those cars. I will add deluxo into this list after 3 days, I only need 3 more diamond hunt day. I will not be doing milestones for beamer or locust URls because I am leaving the parents house at the end of this month, and I will not have time or money to spend on getting a computer into the new apartment. So this post is a goodbye gift for all of you amazing people I enjoyed playing with over the last few years. Good bye Heart


EDIT: I added 0-300 and 0-200 performance rating to first page of the spreadsheet, for those who wanted to compare just cars in one class

Temat: A question I need answered by a nfssa team developer

Odpowiedzi: 15

13-11-2018, 18:05

Asking these questions in general chat in-game always results in only jokes, and most of the time I play, no mod or nfssa team member is online, so I would like to ask someone who is knowledgeable on the subject.


question: What is the reason behind lowering reward from race after a player leaves it?

If a reward from race would not get lowered when players leaves a race, there would not be a reason to raceban players after they leave a race. Right? Or what am I missing something here?

Only new players who are not yet invested in the game leave races, and racebanning them will only prevent them from being invested in the game, because they cant access progression. 

So for the purpose of keeping a higher player count on the server, not banning players after they leave a race, and keeping the rewards for people in the race the same even after a player leaves would enable more players to like the server and play on it daily. 

I just want to understand the reasoning here, thanks for answering my question in advance.

Temat: Let's increase the player count

Odpowiedzi: 11

29-04-2018, 20:07

It is understandable that developers of this server does not want to spend time on more features, if it doesn't make enough money to justify it. So I have a few ideas how to enlarge the playerbase, and would welcome anyone who wants to help me. If we will be successful in making this server more popular, the developers will make more content for it, if they see that its worth their time.

1. Make a high quality, short trailer for this server containing all of the features of this amazing MTA mod.
The video should contain: all the freerun activities - diamond hunt, magazine run, duels, all the tuning categories from each shop, all types of races, the monetization model of this free to play game, names of all the songs but not their actual sound(it is copyrighted). I will try to make the video myself, but I am sure many of you can do a better job.

The video cannot contain any copyrighted music or 18+ content, no memes, jokes or funny sound-effects. Remember, we want this video to be acceptable for as many people as possible.
If you want some overlaying music, pick a song from one of the many royalty-free YouTube internet creators such as TeknoAxe, etc. But don't use an overused and popular song.


2. Use the trailer to advertise this server on as many sites as possible to reach as many new potential players as possible.

Don't spam it, follow rules of websites. Post it in websites that already have some interest in need for speed, or racing games in general.

3. Reach out some popular let's player on YouTube, and get them to play nfssa in their video.
I guess the way to do it, would be to go down the list of popular youtubers that might be interested, and send them e-mail requests to play this game, with a link to the trailer we made. But if you are going to do this, remember to be nice, and don't use any rough language, even if all of your e-mail requests will be denied or ignored. Just don't be an asshole OK.
  

4. Take care of the new players by assisting them in quick races and custom races, so they don't get frustrated, and quit after single race. For example the shift+x shortcut is not obvious, just like the + and - buttons to control the gearbox in drag races. I have seen a few of the players quit that way. 
I play nfssa a few hours each day,  and at least one hour of that I will pick a stock E class car, get to quick races with new players to help them. BUT, the rule is, to let them win, because new players have no chance against us veterans with millions of rp of skill, and losing 5 times in a row is no fun, that alone can make the players ragequit. So if you want to help me help new players like this, you are not allowed to win, you always have to be last. This sacrifice of rp and money is an investment to increased number of players on this server, and therefore, eventually more content, ic devs see that nfssa actually makes money for them.

Players who say that this server is dead anyway and that this effort is pointless are losers who will give up at every obstacle. To them I say, that this server is currently the best, most polished and feature rich server of the whole MTA, and nfssa is currently one of the best, if not THE best free to play racing mmo, certainly the best Need for speed multiplayer game, and it only lacks in advertisement.

Temat: Fix quick-race waiting times at higher car scores

Odpowiedzi: 0

22-04-2018, 15:07

Problem: 

Queue times in quick races with higher car scores are too long

The cause of the problem:
The car score spread is defined as a fixed number +/-25 car score, if I remember correctly.
420 car score car can meet min 395 and max 445 car score cars, which is only 11.8% difference.

But if 175 car score car joins quick race, he can meet +/-25 car score, min 150 max 200, which is a difference of 28.6%. We know that quick races in low car scores work, since the spread of 28 percent is wide enough to have low waiting times, but narrow enough, that any player can win, depending on his skill. So why not apply the same % spread even to higher car score matches?

Solution:

Set the car score spread in the matchmaking as a percentage, instead of a fixed value such as 25. This will ensure the same difference of car scores in any quick race. This will shorten the waiting times at higher car scores, while keeping the same relative car performance of other players, just like it is currently in 175, which we know that it works.

The result of the change from 50 car score spread to 28.6 percent of car score spread of matchmaking would be, that higher car score quick-race matches would have shorter waiting times, while the quick races at low levels will not be changed in any way, since they work well enough now, and would experience unchanged spread.

Note: I realize that the part of the problem is that a fewer players play at higher car scores, but matchmaking spread in percentages will definitely help to lower waiting times.

Temat: Decreasing confusion for new players, so they dont ragequit the server after 1 minute

Odpowiedzi: 24

21-04-2018, 18:46

There are many new players coming to this server each day, but too many of them are discouraged by confusion and quit, never come back.
I have seen way too many times, a new player, stock car, and he joins the custom race against a A class, after 1 lap he realizes that he has no chance, since other cars fly as fast as UFOs compared to his car.
In this Thread, I will point out the reasons why new players are leaving, and propose my solutions to the problems. This server deserves more players, but because of a few simple problems, they all leave after few minutes, and this server suffers low numbers as a result.

Problems:

1. New players do not  realize that car score number is the performance rating of their car.
2. New players do not realize, that quick race game-mode has matchmaking, in which they can race against similarly fast cars, and have a pleasant and fair race, compared to the custom race madness.
3. None of the new players read the F9 tutorials, right after joining the game, they did not start a game, to spend their hours reading a wall of text. (F9 tutorial is well done, and provides good info for players who have some problem later in the game, I am not saying that its bad, but simply none of the new players will read it in the first minute of their time on this server)

Solution: All that needs a change is the "Race" window after pressing the "race" button in the garage.  

changes to the "Race" window:

1: Lock out the new players out of the custom race, until they finished 3 quick races (or whatever number you deem appropriate)
2: change the text below the "Quick race" from the current text to "fair racing against cars with similar performance car score" to make it clear,        that this is a fair way to race.
3: Grey out the "Custom Race" column
4: Add a counter "0/3 quick races played" above the "Custom Race" column, to make it clear why a new player cant access it.

Seriously, this server is amazing, has many hours of work poured into it, its a shame that new players ragequit after one minute. I welcome suggestions of other players on this topic, as I am sure many of you have more elegant solutions, than to lock custom race.

In the attachment, I uploaded my mock-up of what the race window would roughly look like. (I am no photoshop prodigy, I know its not well done Big Grin)

[attachment=420]