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Joined: 11/19/2008 18:21:44
Messages: 3
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i dont know about you guys but the....

* canyon outrun on nfs carbon was hot

* the magazine cover from undeground 2 was good even tho u got part to show off late

* tired of seeing the same cars lambo, corvette, porche....its street racing id like to see real street tuner cars like civic, integra, accord, wrx, 300zx (my fav) evo, rx7, supra, 240sx, skyline, prelude, neon srt, sc300, crx, 350z, g35,

*definitely better free roam with mini games like speed traps, perfrom stunts like burnouts, 180 in reverse, jump stuff, find hidden shortcuts or trophies

*free roam with weather and time changing from day to night instead of bein night or dusk

*better AI...i remeber in previous nfs id had to really drive to beat AI and now with little effort ur in the lead from first lap till last

* more aggresive police like on hot persuit 2

and i also agree with what dmc4ever posted and some of the other guys, their ideas arent too far-fetched so with hard work i belive EA and Need For Speed team will create a very good game with a new racing experience



Joined: 03/19/2008 14:29:14
Messages: 60
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im tired of exoctics. they dont belong in street racing games. make somthing like nfs underground 2 with dep ecu turbo tire brake and gear and suspension customizations. forget those r3tard slider bars for acceleration and top speed its the most g4y sh1t i ever saw. bring back deep performance and visual customization like in nfs underground 2. i would be happy if ea made a nfs underground 3. i also would want the old driving style back like nfs underground 2 and the smaller citys like nfs underground 2 was. a night day cycle but u can chose what time u want online in free roam. make the game with tuners and muscles only. make a realistic game. no game is realistic with porsh and lambos street racing. and ea calls the matchmaking in nfs undercover good. its shity. u should be able to go into the labboy u want like a free roam lobby or a circut race lobby and chose what room u want to join just like nfs underground 2. ea please make a nfs underground 3 it would please so many people to bring back many things from underground 2. like celicas civics rsx nsx gt-r(r34) 350z g35 lancer evos and many more tuner cars. bring back the old driving style cus the new one 5uck5, and bring back the smaller citys, becasue they are great for team tag.. also make it so u can name your room. for example u can name the room team freeze and then the host of the rooms name would be under the room name.



Joined: 11/20/2008 16:44:10
Messages: 2
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I don't know if this has been stressed or not but I'm going to mention it anyways. there should be more controller configurations. i started playing and owning (and will never sell) NFS games when it went to Underground and played all the way up to Carbon and the great thing about it was the ability to use the D-pad to steer the car, instead of the analog stick like alot of racing games tend to do more of now (which really sux by the way). its way easier to use the D-pad. with the analog stick you end up driving all over the place and the driving isnt percise at all. theres now fun when have to constantly struggle to drive in a straight line. the last 2 instalments (ProStreet and Undercover) do not give the option to use the D-pad for steering the car and that totally sucks!!! I didnt give ProStreet a chance becuase of this reason and i didnt buy it and that really pissed me off becuase i waited a whole year for a new NFS. i love NFS (or loved) and it i hate missing out on a new one. right now im suck with Undercover (i would definetly get rid of/sell this), i bought the game with the hopes that it would have this controller configure option but it doesn't so i hate this game too now, along with other reasons (music sux, no canyon races, no down hill races) i dont want to play it as much as i intended on, but the absence of the D-pad steering is the man reason. so please for me and anyone else that has the same issue please make this controller configuration (i use manual mode):

L2: Break/Reverse, L1:Look back, R2: Accelerate, R1:Camera, D-pad: Steer, Triangle:Shift Up, Square: Shift Down, Circle: Nitrous, X: Handbrake. at least these so far please. or at least the option to configure the controls which ever the way the player wants.

- get rid of that speedbreaker i dont know anyone that uses that thing.
- a day and night mode if possible would be great.
- and keep the Nissan S14/240sx and Skyline R34, the Toyota Supra, and the Mazda RX-7 please.



Joined: 11/20/2007 00:43:34
Messages: 240
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This something I would love to see....again

"Need for Speed: Porsche Unleashed Review
Porsche Unleashed is a beautiful, comprehensive, and highly enjoyable racing sim that's suitable for just about any driving enthusiast.

Need for Speed: Porsche Unleashed strays from several conventions previously established by the popular arcade-style exotic-car racing series. For one thing, like its name suggests, Porsche Unleashed features automobiles exclusively from one manufacturer. What's more, the game has a more detailed, more realistic driving and physics model than its predecessors, though the game's realism is scalable. And while Porsche Unleashed has a few minor shortcomings, it nevertheless stands as the most ambitious game in the series since the original. As such, it'll more than likely make you love the Porsche on the off chance you don't already.

Porsche Unleashed looks good enough to do justice to its prestigious German sponsor. The game includes many dozens of different Porsche models from the manufacturer's 50-year product line, and each one bears the unmistakable curvature of a Porsche. The 3D car models are highly detailed: The cars all have working turn signals, brake lights, and headlights, and when you look at them in the garage, you can even check the engine under the hood, pop the trunk, or view the car's interior. The cars shine in the sunlight and reflect street lamps at nighttime, and they can also get noticeably damaged. You can clearly see their independent suspension at work as they corner, thanks to the game's realistic four-point physics model, and you can even see their drivers turning the wheel and shifting gears. You can drive the cars from a 3D cockpit view, from which you get a great sense of speed, but the cockpit view's limited visibility and slower frame rate - as well as the muffled engine noise - make the cutaway first-person view preferable, though you can also select from two external perspectives. The cars in Porsche Unleashed don't look totally perfect, as some of the minor details such as the door handles are part of the texture maps, rather than part of the polygonal geometry. But such details are only evident if you spend a lot of time gawking at your cars in the garage, rather than racing them out on the streets of Europe.

The various courses in Porsche Unleashed look even better than the cars do. Porsche Unleashed is the first Need for Speed since the original to feature extended open-road courses in addition to closed-circuit tracks. The lush natural scenery and subtle lighting effects give you a good sense of where you're driving, whether high up in the mountains at morning or down low by the docks at night. Some tracks offer alternate routes to take, and all of them have plenty of peripheral detail that you'll only start to notice after you've already raced along that stretch of road a half-dozen times. Put it all together, and Porsche Unleashed looks fabulous. The car detail and the great sense of speed you get from behind the wheel, in addition to the quaint backwater European courses and even the game's stylish front-end menus make Porsche Unleashed very classy, much like its namesake. Of further note, you can easily adjust graphics detail and resolution to best suit your system, such that you'll find a good compromise of visual quality and fast performance even on a low-end machine. However, slower computers with less RAM will experience noticeably long loading times before races and even between menu screens.

Porsche Unleashed sounds as good as it looks. You'll hear authentic engine noises and screeching tires throughout each race, along with realistic Doppler effects as you blast by your competition. You can actually hear how powerful the engine is in each of the various cars you'll drive, and you can gauge your RPMs just by listening, rather than by glancing at the tachometer. Porsche Unleashed has more than a dozen fast, funky techno music tracks that help set the pace, although the music might seem anachronistic when you're driving a 1950s-model Porsche.

You'll get to drive the very first Porsches all the way up through its fastest contemporary designs in Porsche Unleashed's evolution mode. The evolution mode begins in 1950 and lets you compete in a series of tournaments to earn cash. Each tournament takes place some years after the previous one, so you can use your earnings to buy new Porsche models as they became available. The evolution mode can be played as a serious simulation: You can tweak your cars' shocks for ride height, stiffness, and travel, just as you can adjust downforce, brake balance, and tire pressure, all to suit the road conditions. Porsche Unleashed is easy to play with automatic transmission in beginner mode, but expert mode can be a real challenge, as even the best Porsche is liable to slide out of control off a sharp corner unless you're ready to brake and downshift around each bend.But even the expert mode is highly forgiving with regard to damage modeling; you'll typically be able to recover even after a head-on collision with some unassuming motorist, though damaging your car can directly affect its steering and its other driving characteristics. You'll have the option to pay for repairs in between races, or you can opt to put your car on the used-car market and hope to make some money off it. Similarly, you can buy used cars as they become available between races, and thus save yourself some money that you can use to purchase lots of different custom parts for the vehicle. The evolution mode is also a clever means of offsetting the game's learning curve, as the older-model Porsches are a lot slower than the modern-day ones. The only problem with the game mode's design is that it'll take you awhile to work your way up to the Porsche models you're used to seeing on the streets, which can get frustrating if you want to cut to the chase right away in the latest 911 Turbo.

If you just want to get behind the wheel of the fastest car Porsche has ever made, then you'll prefer the innovative factory-driver mode, in which you assume the role of a test-driver for the manufacturer. You'll get assignments from various Porsche personalities, including an executive, the chief tester, and even a rival test-driver, and you'll need to complete each of these to advance to the next. There are around three-dozen missions in all, and they range from standard test-driver challenges that test your cornering and acceleration, to more unusual scenarios in which you need to deliver your vehicle for shipment quickly and without damaging it, to rally races, and more. Porsche Unleashed has no hot-pursuit mode like its predecessor, but you'll sometimes encounter Porsche cop cars in the factory-driver mode, who'll try to run you off the road one way or another. Some of the missions are very challenging, but they're short enough and diverse enough that you'll want to persevere through them all, if only to see what sort of exotic car you'll get to commandeer for the next one. Fortunately, no matter what car you're in, the game controls responsively regardless of what peripheral you're using. There's even an option to set your joystick dead-zone to help make your steering more precise.

In addition to the other modes, Porsche Unleashed lets you run a quick race against up to seven opponents, and it also includes a knockout mode that's an endurance match in which the last car around the track is eliminated each lap, until one car wins. The quick-race mode lets you choose from the cars that you've made available in the evolution mode in addition to a few select stock models, which means that you'll need to spend a lot of time racing through the ages before you'll have a wide selection of cars. Porsche Unleashed also includes a history of Porsche that has photographs and even some video advertisements of many of its famous cars. As of this writing, the game's online multiplayer racing mode is still in an open beta-test phase, though Electronic Arts is already starting to provide additional cars for download.

Porsche Unleashed is a beautiful, comprehensive, and highly enjoyable racing sim that's suitable for just about any driving enthusiast. It makes no false claims about the limits of its extensive features, so although it'll give you a chance to experience what it's like to drive all the different types of Porsches from over the years, it won't let you race those cars against their competition from other exotic-automobile manufacturers. Nevertheless, once you get behind the wheel of one of the high-performance machines featured in Porsche Unleashed, chances are you'll feel no need to drive anything else for a long time."

By Greg Kasavin, GameSpotPosted Apr 10, 2000 12:00 am PT

Message was edited by: ProjD989 (PS3)

This message was edited 1 time. Last update was at 11/20/2008 18:36:42


"Drag are for fast cars...Circuits are for fast drivers."



Joined: 11/19/2008 14:44:21
Messages: 6
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It´s not only the latest NFS games which have become.....bad. I say, bring in "Rom di Prisco" again, he made some of the best music i´ve ever heard in the nfs series 1 to 5.

Like:
http://www.youtube.com/watch?v=rmYGdKsdaDc
http://www.youtube.com/watch?v=jbxlH-uDr_c

Ofcourse everybody have different taste of music, but still the most popular songs in nfs is made by Rom, and he have´nt produced any music in the latest 5 nfs or more i think.



Joined: 05/14/2008 06:27:09
Messages: 7
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Need for Speed is a great series but we need more consideration for the Steering Wheel setup. We need neutral setup whenever the car is not in gear instead of a button is really unlikely. Test Drive Unlimited had it setup so as soon as you take it out of gear it is in neutral which is correct.

The pedals need to be more sensitive! the accelerator kicks in when I push 1/3 way down on the pedal but really it should pick up as soon as I just creep on it. Techniques should be avilable to be used to your advantage if needed such as double clutching and heel-toe. The brakes should skid when fully pressed on a racing wheel setup. A clutch would also be nice.

The realism of the steering was great in Pro Street so don't lose that. I mentioned before aobut having the Easy / Normal / Hard gameplay setup for those who can't take advantage of the wheel can still keep up with driver assist in the easier levels.

Undercover has been overkilled a bit with the "orange" look. I turned it off straight away because it was hard to see. Good game, it has a "not so isolated" feel to it compared to Pro Street.

Having a mix of day and night is good, always having day or night is a bit samey. Just a few of my opinions. I may add more later if I tihnk of it .

Undercover isn't bad, people are just hard critics. We have hard many good NFS releases and although Undercover isn't the same feel as Underground, it's not far from Most Wanted and is has some cool features. I already like it over Carbon so it's in my preferred recent NFS series. I would like to see an Underground 3 and then maybe an Undercover 2 / Hot Pursuit 3 after that?

Graphics are good but obviously not as refined as Pro Street. An upgraded engine perhaps on the similar track as Pro Street but a better looking engine would be on the right track for the next NFS.

Good luck guys and thanks for listening / reading to our ideas.



Joined: 05/14/2008 06:27:09
Messages: 7
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Double post I know;

I recommend watching ALL of the Initial D anime series and then working from there. Understadning every concept that is provided in physics and realism to gain a better understanding of what we need. Many Initial D fans would agree that having this approach in need for speed would be good. Maybe a NFS: Ignition or Initialize?

Thanks.



Joined: 11/22/2008 22:53:14
Messages: 11
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## Videos of the cars like in "The Need for Speed". First version of the game.

## Pictures of the cars.

## Detailed Infos

## Realistic driving and DAMAGE.
.

This message was edited 1 time. Last update was at 11/23/2008 06:19:28



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Joined: 11/23/2008 11:14:23
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The answer is simple.
Keep the upgrade and car purchases in two different shops. But no more shops than that.
Also allow a tuning like what was available in Prostreet and Underground 2. With independent aerodynamics in both the front and back and added weight and weight loss. Dynometer graphs are pretty useless when the graphs aren't very specific.
A worthwhille selection of cars like in Most Wanted and Undercover is a definite must. Along side modifiable body designs, paint styles and vinyls as in Prostreet and Undercover.
Frankly the Undercover physics engine is the best that I've seen in this product line so it really doesn't need alot of change except for tuning aspects.
The free roam is an excellent idea that I miss when it's removed. And to keep it worthwhile allow for random outrun races that give a good amount of money. Also stop dropping the second time around prize money for races so much. Perhaps a quarter original amount instead of a tenth?
Finally, don't allow for people to leave their vehicles and run around. If I wanted to run around and enter buildings and beat up people than I'd play GTA instead of NFS.

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Joined: 11/18/2008 13:35:40
Messages: 24
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1. I feel they should go back to the carbon style as far as night time cuz undercover is blinding and also the less open tracks that way u can see where u goin and not running down a alley that u never knew was there.

2. EA's problem now is wit the car tiers, plz stop this all u have to do is put cars that can come close to the fastest car like a evo vs vette vs bugatti and all the cars have there strong points but can be equal in peformance or almost equal just give us the upgrade packages or actually parts and let us figure out what to do wit them basically makin car performance based on "OUR" tunin aspects of what we've been given

3. Also, plz plz plz bring the Dyno back into NFS i remember it was back in one of the Underground series back then i didnt know what to do wit it (I was young lol) but now i do

4. Make the Need for speed series more advance almost towards a Gran Turismo level but not that close just as far as the tunin part and handlin cuz i feel Undercover is like more a "Arcade" style" game as well, cuz all i have to do is drop the car 1 or 2 gears and turn the corner wit no problem, TOO EASY!!!! As opposed to carbon where i had to make sure i turned my car perfectly to get better times

5: Summary: basically make a Carbon 2 with better tuning devices and no "TIER CARS'' and actual real life perfomance packages......ohhhh and plz better body kits and autosculpt im tired of this recycled stuff come on EA i would hate to stop supporting Need for Speed Series i been wit yall since Hot Pursuit 2 (actually this is what Undercover reminds me of as far as drivin)

P.S. Sorry for all the babblin but that's my opinion on things



Joined: 10/14/2007 23:30:13
Messages: 60
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Well, we have done it, Undercover is the game that we've been giving our ideas for and we got it! congrats to all of us, now, LETS GO BUY IT ! XD

This message was edited 1 time. Last update was at 11/23/2008 12:36:23




Joined: 10/14/2007 23:30:13
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The question of this forum will never be answered, for it will continue to produce ideas to feed future need for speed games, the forum will remain open and unanswered so long as the Need for Speed Franchise exhists.



Joined: 11/26/2008 08:21:00
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Cars Section
Career Section
Gamemodes Section
Free Roam Map Section
Customization Section
Weather Section
Music Section
Traffic Section
Graphics Section

Cars Section

Pro Street different race type cars was a very good idea. A different car for all the modes should be a component in the next NFS.
Street racing in the next NFS should contain different leagues of cars (explanation on why I classified the cars the way I did will be found in the Career Section: ), for example (with sample cars):

Low end older pearls of car industry:
Peugeot 309 GTI 1987- 1992
Honda CRX 1988?1991
Audi 80 B3 1987-1991


FWD up to 2.0 engine newer vechicles:
Volkswagen Scirocco 2008
Honda Civic Type-R 2001-2005
Hyundai Tiburon RD (1996-2001)
Hyundai i30 2007
Mazda 6 2002-2007


RWD large engine newer cars:
BMW M3 E92 2008
Chevrolet Camaro Concept 2010
Porsche 911 Carrera 2004
Chevrolet Corvette ZR1 2009

AWD newer turbocharged cars:
Subaru Impreza WRX STi 2004-2007
Mitsubishi Lancer Evolution X
Audi RS6 Avant C6 Twin Turbo 2008 (only 999 produced)

Muscles and Classics:
Chevrolet Camaro SS 1969
Shelby GT500 1967
Mercedes-Benz 280/E (W114) 1972
Volkswagen Old Beetle (final produced in 2003) Interesting:
The Old Beetle is widely used in drag racing. Its rearward (RR) weight distribution keeps the weight over the rear wheels maximizing grip off the starting line. The car's weight is reduced for a full competition drag beetle, further improving the grip and also the power to weight ratio. Combined with the beetle's RR layout, wheelies can be achieved easily, but time "in the air" worsens 1/4 mile time due to drag. To prevent this, "wheelie bars" are added.

Exotics:
Lamborghini Countach LP500 1971
Lamborghini Reventón 2008
Audi R8 2007
Pagani Zonda F 2006

Career Section

On the assumption of the car section above, the career should consist of different racing organizations for these different car leagues. The player starts for example with racing the Peugeot 309 GTI in his first racing organization and ends up fulfilling his dreams by driving a Pagani Zonda in the last organization.

Gamemodes Section

All the organizations as described in the previous section should consist of racing modes that are characteristic to the specific car types. For example: the first organization would include snow drift (will link up in the weather section), circuit and sprint.
The organization which has the more powerful rear wheel cars available, would include asphalt drift, circuit and drag for example, while the exotics part would then be up to the highway battle kind of racing and so on.

Free Roam Map Section

Return to shops around the city to be discovered after unlocking a part of the map. Bring back the opportunity to use GPS to drive to the event or jump to the event.
The world of the game should offer different ambient for the player. For example the big city, highway zone, old city (take motive from Old Tallin for example). The streets in the old city are so narrow and tight, also winding up and downhill. For example we have a combination like this in Old Tallinn, Estonia: Running uphill with a bank of about 50º into a hairpin of 180º, which leads to another street. The streets have a narrow pavement and the driveable part is about 2,2 to 5 meters wide. On the wider roads there are also cars parked and there is very little room to get through. Imagine that with over 100km/h!
The cars should be parking on the other streets also in the city. Logic, isn't it?

Customization Section

Undercover: buy from garage, then discover in shop, "install while taking kids to school"
Realism: buy from shop, install in garage (infact, maybe I am overthinking here but the player should have a transportation only vechicle like a Chevrolet Silverado or something like that to take the parts from shops to the garage.)
Where did all the great options go that we saw in Underground 2 (hydraulics, side mirrors, audio, interior, neon etc)?
Keep autosculpt ofcourse.

Weather Section

To those, who are still wondering about the two words written : snow drift!
Ok, so here is my idea. The player should go through full changing weather while taking down the organizations. Meaning that for the snow drift opportunity, it would snow for a time of maybe 4 random races of the first organization and boom - snow, oops (last year it snowed it Athena ) and the street racers quickly organize a few snow drifts, the player installs spike tyres and voila, we have an interesting feature - snow drift!
Also random rain, sunshine, full day meaning day and night races, different wind directions affecting drag times.

Music Section

The next NFS should have a variety of music from different styles for everyone to find their own. Previous Need For Speeds have really contained only dumb beat, which ofcourse suits for a lot of people, that's why it should stay. But also add other kinds on demand please.

Traffic Section

I'm going to mention this again - park cars on the roadsides! From aside that the traffic should be related to the full day feature - more traffic early in the morning and in the evening at the end of the workday, less traffic at nights etc.

Graphics Section

STOP BUILDING UP GRAPHICS TO AN UNREACHABLE LEVEL!
Pro Street graphics was more than enough. It was like WOW! Now the moment Undercover now requires a 256mb graphics card, thousands of gamers are forced to upgrade their PCs, many of them will probably not do it. You lose potential purchasers. My advice is that put more attention and work to the gameplay and stop developing graphics for at least the next NFS.

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Continued here: http://forums.ea.com/mboards/thread.jspa?threadID=465151

Jussi

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