Something about the steering

Just a preface, I’ve struggled between putting this in bug reports and here in suggestions, because the mechanic seems a bit unintentional.

Alright, I’ve only just gotten around to playing the alpha after being away for a while, and during my hiatus I played a lot of racing games. I’ve gotten sort of a feel for them, and after playing a few rounds of Accelerate on Pine Valley (and just now Bedzoom) I immediately noticed that the steering felt a little… different.

Now, to illustrate what I mean, it feels like at all times I’m moving forward, but I can strafe/turn left and right at the same time, versus travelling in the direction i point my kart.

Here’s a crappy illustration that I hope shows what I’m trying to say:

Steering like this sorta makes it feel like tyres are ineffective, and taking corners results in a lot of “tapping” inputs to make it move more like a curve, which I find myself doing even with analog inputs on my xbox controller.

I may be entirely in the wrong about this. Steering in Accelerate may actually turn out to be more like the left of the diagram, and the right is entirely non-factual. I have no idea.

It feels like 4 wheel steering, like some high performance vehicles pioneered in the 90s; all 4 wheels turn in the same direction at speed.

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this is how i drive irl

i don’t have my license yet

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This was exactly what I thought of too!! I figured that describing this in my post might muddy the illustration ive made so far, but that’s exactly it.

As it stands for the karts in tower, though, only the front wheels turn, so we should have a kart that goes forward first, and redirects where forward is, instead of sliding where we point.

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That said, I’m not a fan at all of how it feels lol.

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I feel a little silly necro’ing four years later, but having voted for this when it was published it feels silly that it’s not been addressed since.

Steering your car still operates as though all four wheels are turning, giving you unintuitive turning radiuses and loose control of your vehicle. It’d be easier to judge the issue with analog control for controllers, but it seems we’re stuck with digital input (unless something’s wrong with my gamepad…?). As-is it feels nothing like you’re driving a car, it feels like you’re shifting left and right on rotating treads.

I’m not sure if Accelerate is a backburner area of development, or if this has just been overlooked since this initial complaint in 2020 - I saw some recent tweaks to controls and quietly wished it’d been for this.

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I’d just done my first race in Accelerate in a long while, earlier today, and was thinking the same thing. It really does still feel super weird to drive

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We just had several major updates to Accelerate, so it’s not on the backburner. I’ve been making tweaks to the steering.

It does have analog steering. That was something addressed a year or so ago.

The steering is more arcade-y and less realism. It’s also encouraged to use drifting for hard turns.

I’m still working on improving it, but I’ve just had to change and remove a lot of different factors for network prediction.

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I’ve been meaning to write-up some constructive feedback on Accelerate, but it always seemed very low on the priorities, so I guess now is a good time. Where to begin…

I guess to put it bluntly, Accelerate feels wrong and I believe it’s been traveling down that path for some time because it’s gone from my favorite mode to virtually never touching it anymore. Attempts to smooth over rough spots have repeatedly & dramatically changed how the cars handle to the point that it always feels like an entirely different game whenever I come back, and I just don’t find driving to feel enjoyable in its current state.

For starters, there is now a serious lack of momentum to every action that makes movement feel very unsatisfying. As mentioned, Steering is WAY too tight. While snappy steering is typical of the kart racing genre, the cars are starting to feel virtually weightless with a lack of commitment to moving in any direction. I believe this impedes the thrill of what is probably the meat & potatoes of every kart racer; drifting & boosting. Drifting typically serves two purposes in kart racers; charging boosts and tighter cornering. Normal steering is so extremely tight now that I don’t think there’s a single corner across every track in the game where you can’t accidentally oversteer into the interior wall, even without drifting. It REALLY needs work. I could see needing more responsiveness and turning power if the cars where maybe between 20-50% faster by default. I see there’s some sort of “150cc” mode on the horizon, so we’ll see how that handles, I suppose, but for standard, it really is way too much control for how sluggish the cars are now. I’d almost say it’s made drifting superfluous for corners, but drifting also serves another important purpose: boosts, which needs to be addressed, too.

The recent changes to boosts’ top speed are also a downer, but I see the upcoming patch returns them back to normal, so I’ll withhold criticism on that nerf for the moment, HOWEVER, the way that a boost coming to an end instantly slows you back to default top speed feels awful. Boosts should feel like a huge punch going forward, but instead we get the punch to slow down? Ironically, I think boosts have always been missing snappiness. They rely way too much already accumulated momentum to be any effective. If I screw up a turn or get hit with an item and want to use a boost to recover, using at least an item should completely shoot me back up to normal top speed instead of a mushy, slightly speedier crawl back up to barely 30. This is is the arcade-ness that I think Accelerate is missing, not the steering.

Basically this:

There’s a lot more I want to nitpick, but for now, I’ll leave on this: I don’t know if this is a bug, but did you know that just about any kind of boost while drifting forces your turning radius to tighten? It’s been like this for a long time.

Anyway, take my opinion with a grain a salt, I know games are hard to design and there’s no pure right way to make something fun, but I love racing games and I’m not keen with where Accelerates at now.

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There isn’t anything about the steering I can comment on that Niz’s meticulous post hasn’t already covered, but I would like to mention that there is no analog drifting in Accelerate, which is serviceable for KBM players, but not Controller users.

I’ve held off on addressing this since I couldn’t find a good method of demonstrating this until now, but currently drifting has two states, with nothing in between: The default, sharp drift which is kept whether you let go of the control stick, completely steer the drifting direction, or even somewhat steer the opposite way; and the wide drift that’s triggered when you steer roughly 80% the opposite drifting direction.

During most drifts, you’ll find yourself having to steer or repeatedly flick the opposite direction most of the time to keep yourself in the road and not bump into curves/walls to conserve your speed.

As a mini pseudo-addendum to Niz’s post, if you press the Break button while driving, you stop on a dime within around half a second and also drive backwards right off the bat. This is largely inconsequential and I’ve only noticed this behavior trying to get the recording above, but having the ability to lose speed with this much ease and no gradient grants less of an illusion of controlling a go-kart.

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100% agree with all of this. Accelerate used to be played by me so much, but now it’s hard to pick up the mode with how awkward it feels. Things like this is what worry me about the game’s 1.0 release, I feel that some gamemodes still need some reworking before showing this game off to more players.

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