Mario Kart

Still on the fence about this game like I mentioned in my first post here, but I did want to chime in on the racing points discussion. At this point in time I’m of the belief that 24 racers is a little bit too much, but that’s less because of the game itself and more because older courses aren’t built for that kind of player count. We saw a much smaller version of this problem in Wii when the racer count was bumped to 12 for the first time. There, some courses had to be scaled accordingly to fit the player count. This on its own isn’t a bad concept, and some courses like the SNES Rainbow Road remakes were upscaled anyway even in games like 7 that still had eight racers. The problem comes with specific remakes where the proportions of the course are directly ported from one game to another. The Double Dash remakes are especially bad in Wii in this regard since none of them were adjusted from their backwards-compatible versions on the original hardware. Case in point, GCN Cookie Land feels almost unplayable and borderline claustrophobic, while the only one of the race tracks that feels like it fits Wii’s engine is the Waluigi Stadium remake/port.

At first glance this doesn’t look like it has anything to do with the points system in online play or in Grand Prix or Versus Mode, but it’s how tightly packed the racers are together that makes all the difference. On most courses, the higher the player count, the closer the racers will be to each other distance-wise. But in the 12 and especially the 24 player settings, the distribution of the points won’t always be representative of the race itself or the skill gap between players. I have no idea how Nintendo would program something like this, but I think it would be great to see a more dynamic points system where the distance between players would partially account for how many points you get. If handled very delicately, this could help Nintendo provide players with an active incentive to prioritize racing performance and, dare I say, skill, over things like bagging strats and ultra shortcuts. The latter is okay for single player and for Time Trials, but I don’t think players should be punished as hard for just barely finishing second as they would be for finishing second by upwards of half a lap. For 1v1s? Keep the points as is, but not for full races.

If that’s too hard to understand and/or program, that’s fine. I get it. I have a second idea, though, this one for online play. All they need to do is make it so you earn less VR when you use better vehicles and characters based on the usage data. That’s it. That’s literally all they have to do. Conversely, players could be awarded more VR for using weaker, less common picks. I understand this may cause issues with matchmaking since good players could just spam the best combos and start beating up on newer players who are at a lower VR themselves, but if that becomes a concern, they could adjust a few other things to help balance the point distribution. What do you guys think?
 
At first glance this doesn’t look like it has anything to do with the points system in online play or in Grand Prix or Versus Mode, but it’s how tightly packed the racers are together that makes all the difference. On most courses, the higher the player count, the closer the racers will be to each other distance-wise. But in the 12 and especially the 24 player settings, the distribution of the points won’t always be representative of the race itself or the skill gap between players. I have no idea how Nintendo would program something like this, but I think it would be great to see a more dynamic points system where the distance between players would partially account for how many points you get. If handled very delicately, this could help Nintendo provide players with an active incentive to prioritize racing performance and, dare I say, skill, over things like bagging strats and ultra shortcuts. The latter is okay for single player and for Time Trials, but I don’t think players should be punished as hard for just barely finishing second as they would be for finishing second by upwards of half a lap. For 1v1s? Keep the points as is, but not for full races.
The basic version of this probably wouldn't be that hard from a programming standpoint, since the games already mark sections of track to try to limit massive cuts and I recall hearing that distance from first is already used to weight item chances. Scaling points based on either of those existing metrics shouldn't be difficult, but balancing that scaling likely will be. How much "half a lap" or "3 checkpoints" means varies on a track-by-track basis, after all.

That said, I don't think it will limit ultra shortcuts at all. Those are already exploiting the game's ability to track progress so any points adjustment that relies on a progress estimate would be compromised as well.
 
So I bought MK8 at launch and probably played 15-20 hours.

Background on my MK experience, Mario Kart Wii was amazing for me, it felt so intuitive, and I had a lot of great time trials (close to the non glitch records on some courses). I only played maybe 15-20 hours on this though. Just didn’t feel the same. Maybe its purely because I’m not doing it with motion controls? (pro controller)

But anyway, coming back to it now after seeing all the Mario Kart World stuff from the Switch 2 trailer. Quite enjoying it actually. I checked and when I quit I had just started learning 200cc apparently. Just 3 starred the Special Cup after an insane amount of tries (screw Rainbow Road!). I’m curious, online, do people more commonly play 150cc or 200cc? I feel like I could get used to 200cc (on most courses at least) but it just feels wrong in Mario Kart not being able to accelerate the whole time.
 
So I bought MK8 at launch and probably played 15-20 hours.

Background on my MK experience, Mario Kart Wii was amazing for me, it felt so intuitive, and I had a lot of great time trials (close to the non glitch records on some courses). I only played maybe 15-20 hours on this though. Just didn’t feel the same. Maybe its purely because I’m not doing it with motion controls? (pro controller)

But anyway, coming back to it now after seeing all the Mario Kart World stuff from the Switch 2 trailer. Quite enjoying it actually. I checked and when I quit I had just started learning 200cc apparently. Just 3 starred the Special Cup after an insane amount of tries (screw Rainbow Road!). I’m curious, online, do people more commonly play 150cc or 200cc? I feel like I could get used to 200cc (on most courses at least) but it just feels wrong in Mario Kart not being able to accelerate the whole time.
MK8 at launch was a very different game than MK8D now. I can’t believe they released that game with the roster they did. Did anyone ever care about the Koopalings, before or after? Between that and Smash, they were really pushing those fuckers.

Online mode ranges from 100cc to 200c based on the average VRs of all the players in the lobby. So you have to grind through 100cc for a while to get to 150cc. Then after that sometimes 200c will rarely appear. Not sure how it works for tournaments though because I hardly ever played that mode.
 
MK8 at launch was a very different game than MK8D now. I can’t believe they released that game with the roster they did. Did anyone ever care about the Koopalings, before or after? Between that and Smash, they were really pushing those fuckers.
Mmm yes I remember Morton Kart 8 on the Wii U, truly one of the online metas of all time :quagchamppogsire:
 
MK8 at launch was a very different game than MK8D now. I can’t believe they released that game with the roster they did. Did anyone ever care about the Koopalings, before or after? Between that and Smash, they were really pushing those fuckers.

Online mode ranges from 100cc to 200c based on the average VRs of all the players in the lobby. So you have to grind through 100cc for a while to get to 150cc. Then after that sometimes 200c will rarely appear. Not sure how it works for tournaments though because I hardly ever played that mode.

Sorry when I meant launch I meant… Deluxe on the Switch. Never had a Wii U. Still owned a Wii at the time and was getting great mileage out of it. (sadly eventually got stolen)
 
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