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scaftz

scaftz

  • Registration Date: 24-01-2017
  • Last Visit: 4 hours ago
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scaftz's Forum Info

  • Group: Registered
  • Total Posts: 491
  • Time online: 2 Weeks, 16 Hours, 15 Minutes, 7 Seconds
  • Title: Senior Member
  • Date of Birth:: 01-10-1998 (20 years old)
  • Members Referred: 1
  • Reputation: 48 [Details]
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Lista przyjaciół

W temacie: New Type Of Drift Races

Odpowiedzi: 5

4 hours ago

So let's say currently drifters are being divided into 2, safe drifters and risky drifters. Currently, playing either way have it's own advantage and disadvantage. You don't lose much score if you screw up but by doing so you will lose few moments to earn precious score when you are banking your score making your score output lower if you play safe. While the risky drifters tend to give it all out in a long single combo not letting any single straights not scoreable. This best combo mode you suggesting seems like unfair since it's only benefitting those who usually drifts in a long combo unless they happen to screw up, which is quite unlikely since typically these people could tell if they should save the score near the brink of fuck ups.

W temacie: Highway Battle from Undercover

Odpowiedzi: 1

4 hours ago

Play Escape From San Andreas sprint. Pretty much the same in term of race situation and what you have to do to win.

W temacie: New Type Of Drift Races

Odpowiedzi: 5

6 hours ago

Whether i am aiming for either high combo or high score, i always do/try to drift in one combo. This doesn't seem like bringing any gameplay differences for me personally.

W temacie: A new Co-op Pursuit mode.

Odpowiedzi: 14

18-07-2019, 09:52

FFS gaming server's Hot Pursuit mode uses basic GTASA car handlings. Meaning, less clusterfuck since you race on MUCH slower pace compared here. There are also ping limit where the server will kick those with ping higher than the game mode allows to so collisions syncs less poorly. That simply won't work here, there are some people who lives quite far from the server location making it impossible to get such low ping.
This server don't have such ping limitation in the first place, adding it now will cause some outrage from the part of the playerbase. Rather than making a feature that works for only portion of the playerbase it shouldn't be implemented at all. But of course this opinion comes from the one that wouldn't be able to enjoy the content, it's up to you to interpret it.

W temacie: Hi, I'm meowboi

Odpowiedzi: 6

17-07-2019, 14:38

ok 

Temat: No car classes

Odpowiedzi: 14

25-02-2019, 11:42

As we know already, cars balance on the server is a total whack. Balancing is doubtfully would make a big success, as Bartek already said: "Nerfing OP cars will make the 2nd best car OP and the cycle goes on". What's the point of classifying cars into classes while they perform so much different from each other in the same class? That's where this idea came from.

Currently we have very minimal car to choose with if i want to play competitively. We are forced to drive Deluxo if we wanted to score C class toptimes because every other car just don't stand a chance to be as good as Deluxo. I like to drive Uranus more, it's far from what you would call as a bad car but you can't do much with it. Sure, every other car may have scored couple of toptimes too, but you will need like 10 times more effort on your setup and driving while I can easily score a -1 second toptime by just 2 days of starting to drive and tune Deluxo competitively. 

With car classes removed, we will rely on car scores to determine which car's faster than which. We don't even need cars handlings to be tweaked (only to certain broken cars) to apply this, we can just use current handlings and give them scores accordingly based on how well they perform. Example, Infernus would be having 380~ score on stock and 500~ when maxed while Turismo would have somehing lower such as 370~ on stock and 490~ maxed score considering it's Inferior to Infernus.

With car scores not being tied to match to cars within it's class, this will hopefully open an opportunity for previously non URL meta cars to be competitive on URLs since they would have different stock scores. Making better car variety on URLs.

How about toptimes? Well then, EVERY single car will have it's own toptimes board. Due to toptimes will be more rarely set, we can change weekly toptimes into monthly toptimes. Giving better competition opportunity and preventing people using rare cars getting free toptime money easier. Rewards and maximum toptime yielding rewards will need a slight change. This will certainly make the previously non best car on it's class to be more driveable and seen driven more often since they have fair toptime to beat with rather than trying to beat the impossible. Making better car variety on regular races too.

On casual player's POV, no car classes will barely give them any impact. They can still determine the performance of their car compared to their opponents by the car score and chose who they will want to race with.

This won't completely eliminate car imbalance. Certain cars may be better than the other car despite having same score. But at least we can easily balance it by raising the said car scores.

Still need to think a way of how unlocking cars works, probably old method where you unlock certain car after hitting certain player RP would work.

Give me your opinions about this.

Temat: [Sprint/Drift] Desert Rose

Odpowiedzi: 1

11-12-2018, 21:21

Repost. Old thread here.


Name : Desert Rose
Type : Sprint/Drift
Author : Scaftz, Remolit
Location : Countryside




[Image: uyuv1uu.jpg]

Temat: Gambler

Odpowiedzi: 2

11-12-2018, 21:16

Reposting,  old thread here.

Name : Gambler
Type : Sprint
Author : Scaftz
Location : Las Venturas







[Image: N2umUer.jpg]

Temat: Gambler

Odpowiedzi: 11

30-09-2018, 19:55

Name : Gambler
Type : Sprint
Author : Scaftz
Location : Las Venturas







[Image: N2umUer.jpg]

Temat: Additions for Custom Cameras

Odpowiedzi: 3

03-09-2018, 01:14

Not so recently we got new Custom Camera feature, and i have to admit it's really helpful and made my playing experience a lot better, howerver it's still lacks minor things. Here's some idea i would like to have for the Custom cams.

1. 3 Chase cameras
We got only 2 Chase cameras, far and near, while the Original got 3. Would be nice to have more if possible since i got some problem with using various cars. i got my near camera works perfectly nice and fitting to drive with cars like Infernus, Super GT etc, but it's not really usable for other taller cars like Manana, Uranus, Intruder and so on. And using far cameras don't help much either since i got this camera set for driving SUVs.

2. More precise camera settings value
3 chase cams wouldn't work well without this. Latest update gave us possibility to move vinyl more precisely using a manual input and adding commas down to 0.001 digit. Would be neat to have for cameras as well since moving camera tilt/height by 1 move your camera too far away from the desired location.

3. Dynamic FOV
On original cameras we got FOV constantly changing depends on how fast we are moving, although it sucks since they don't grow any further after reaching around 170 kmh because that's how fast GTA SA cars supposed to travel. Varying FOV is nice, they can give you feel of speed so that you don't have to always check your Speedometer upon approaching a turn.

4. Joystick or Mouse movement.
As already discussed a bit on the other thread i don't remember which. They are nice to use on peeking cars or scanning Diamonds when doing Diamond Hunt.

5. Swerve and Swerve limit.
Currently swerve slider changes how fast the camera turns back to straight in static speed. It's nice overally but it can be better. Rather than turning on static speed, it would be nice for the camera to turn progressively faster as the camera is more further away from the straight position. And additionally, a new Swerve limit slider to let you control how significant the progressive camera turning speed is (0 will be static speed like how it was). These will be very useful for very low speed sharp turns and hairpins since the camera tend to not being able to catch up the pace, and setting current swerve to low value is so unpleasing to look at.