Open Letter to Kunos Simulazioni and the Community

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OverTake.gg

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Dear Kunos Simulazioni,

There is no doubt that what you have managed to achieve over the lifetime of Assetto Corsa, from its early access period to it's current state (v1.1), has been incredibly impressive, especially considering the relative size of your development team (approximately 15 people, we believe). From the humble beginnings of a single track, and a couple of sports cars, Assetto Corsa has become one of the highest selling racing games on steam, and deservedly so, thanks to intelligent investment, ultra-high quality (and popular) content, unparalleled driving physics, and a vast expanse of modding capability. Assetto Corsa easily has the most potential to be something truly great out of all the current simulators on the market today.

However, despite all of these fantastic things, there is still one aspect of Assetto Corsa (that we here at RaceDepartment are especially passionate about) that is detracting from the rest of the game in a significant way: Multiplayer functionality, usability and netcode solidity. In its present state, we feel that the quality of the multiplayer experience is still vastly inadequate in comparison to not only the the rest of Assetto Corsa's competition, but inferior even to that of games seen in the early-mid 2000's. From a users perspective, the way Assetto Corsa handles latency differences and especially collisions, is not exactly what you would call a pretty sight, and this must be addressed if Assetto Corsa is to be taken seriously by online racing communities such as this one.

Having a well-oiled multiplayer machine, so to speak, is essential to the long term sustainability of a simulator to not only remain relevant to the consumer, but to have them coming back for more (iRacing, rFactor 2 and Game Stock Car Extreme are all excellent examples of this, and all of them, incidentally, are your direct competitors in the sim market). Unfortunately at the present moment, we don't feel that Assetto Corsa's multiplayer currently offers the stability and function required to keep the clients coming back for more. As a result, we've seen a distinct trend in our RaceDepartment club races where we have a vast influx of drivers soon after a significant update, and then a significant drop off in participation within a period of a week or so, as the drivers quickly realise that the other competing racing sims still offer more features and enjoyment during multiplayer races.

Properly functioning multiplayer races with fully supported features including sector splits, live timing, broadcast/spectator mode, stable netcode for high ping users, reverse grid features, multiple races, far more numerous number of grid slots (what GT series races with only 24 cars?), pitstop improvements and many many more features are all necessary for a complete and sustainable sim that will not only be profitable for you in the long run, but will also maximize the users enjoyment and will vastly increase the life span of the sim.

If you look at it from a 'man and machine versus the track' perspective, then few other racing sims out there can compete with what Assetto Corsa offers in terms of physics, sound and track immersion, providing what is probably the best hot-lapping and practice simulator available to the consumer ever created. However, looking at it as a 'multiplayer racing sim', then you quickly realise just how far Assetto Corsa seems to be lagging behind the competition.

We completely understand that such things take time to develop, and we are more than willing to be patient and wait for improvements for the multiplayer side of things to progress, however, Assetto Corsa has been in development now for more than enough time to warrant an acceptable standard of multiplayer functionality and stability. Given the huge level of success that Assetto Corsa has experienced, we believe that budgetary constraints might not represent such a big hurdle anymore for the studio, especially in terms of netcode investment.

Whilst it cannot be stressed enough just how amazing the quality of the content (cars and tracks) has been, we here at RaceDepartment feel very strongly that you, Kunos Simulazioni, must shift your attention from implementing new cars and tracks to improving the functionality of the game. If it is not addressed soon, then you'll run a real risk of seeing a significant and rapid decline in the population of the Assetto Corsa user-base.

As the largest SimRacing community in the world, we sincerely hope that the issues highlighted above will be focused on more heavily in future, as we believe that Assetto Corsa has the potential to be one of the top class racing simulators on the market.

In closing, we would like to leave you with one final thought, and that's that; whilst it's a surreal and genuinely spine-tingling experience to be able to drive highly accurate replications of legendary race tracks and cars, what is the point of all of this incredible content, if the limitations of the game's functionality and usability are preventing us from realising its full potential?

Hopefully in the not too distant future, Assetto Corsa will prove to be the amazing racing simulator that we, and everyone else, know it has the potential to be.

Kind Regards,
RaceDepartment.

Cari Kunos Simulazioni,
Non c'è dubbio che quello che siete riusciti a realizzare con Assetto Corsa, dalla sua fase early access alla sua versione corrente (1.1), sia stato incredibilmente notevole, specialmente considerando le dimensioni del team di sviluppo (circa 15 persone, crediamo).
Dai suoi umili inizi con un singolo tracciato e qualche auto sportiva, Assetto Corsa è diventato uno dei racing game più venduti su Steam, meritatamente, per via degli investimenti intelligenti, contenuti di qualità altissima (e popolari), fisica di guida impareggiabile ed un vasto supporto al modding.

Assetto Corsa ha indubbiamente il maggior potenziale per diventare qualcosa di davvero grandioso tra tutti i simulatori al momento sul mercato.

Ma, nonostante tutte queste fantastiche qualità, c'è ancora un aspetto di Assetto Corsa (a cui noi di RaceDepartment siamo particolarmente appassionati) che detrae dal resto del gioco in maniera significativa: la funzionalità, usabilità e stabilità del netcode in Multiplayer.
Crediamo che la qualità dell'esperienza multiplayer, nel suo stato attuale, sia ancora in gran parte inadeguata se confrontata non solo con i suoi rivali, ma anche con simulatori dei primi anni 2000.

Dal punto di vista dell'utente, il modo in cui Assetto Corsa gestisce le differenze di latenza e specialmente le collisioni non è esattamente ideale, e questo deve essere migliorato se il titolo vuole essere preso sul serio dalle comunità di racing online come la nostra.
Avere un sistema multiplayer ben oliato, per così dire, è essenziale alla sostenibilità a lungo termine di un simulatore - non solo per rimanere rilevante per il consumatore, ma anche per fare in modo che questo ritorni (iRacing, rFactor 2 e Game Stock Car Extreme sono tutti ottimi esempi, e che tra l'altro sono tutti vostri diretti competitori nel mercato dei simulatori).

Sfortunatamente al momento non ci sembra che il multiplayer di Assetto Corsa offra la stabilità e le funzionalità richieste per fare in modo che i clienti ritornino.

Come diretto risultato, abbiamo notato una marcata tendenza nelle corse del nostro RaceDepartment club in cui abbiamo un grande influsso di giocatori immediatamente dopo un aggiornamento importante, per poi vedere una significativa diminuzione nel giro di una settimana circa, man mano che i piloti si rendono conto che gli altri competitori nel mercato dei racing sim offrono più funzionalità per le corse in multiplayer.

Corse in multiplayer propriamente funzionanti con caratteristiche come split per i settori, cronometraggio in tempo reale, modalità spettatore\di trasmissione, netcode stabile per gli utenti con un ping alto, modalità a griglia invertita, corse multiple, un numero molto maggiore di posti sulla griglia (quale corsa GT ha solo 24 auto?), miglioramenti ai pitstop ed altre ancora sono necessarie per un simulatore completo e sostenibile che non solo sarà redditizio per voi, ma massimizzerà anche il divertimento degli utenti e aumenterà sostanzialmente l'arco di vita del vostro titolo.

Guardandolo dalla prospettiva di “uomo e macchina contro il tracciato”, pochi altri simulatori sul mercato possono competere con quello che offre Assetto Corsa in termini di fisica, sonoro ed immersione su pista, creando quella che è probabilmente il miglior simulatore di hot-lapping e pratica mai creato e venduto al consumatore.
Tuttavia, guardandolo come un “simulatore di corse in multiplayer”, ci si rende conto che Assetto Corsa è piuttosto indietro rispetto ai suoi rivali.

Noi capiamo completamente che cose del genere richiedono tempo per essere sviluppate, e siamo più che volenterosi di essere pazienti ed aspettare dei miglioramenti al multiplayer, ma Assetto Corsa è ormai in fase di sviluppo da abbastanza tempo per garantire uno standard accettabile di funzionalità e stabilità nelle modalità online.
Visto l'enorme successo che Assetto Corsa ha avuto, crediamo che i limiti di budget forse non siano più un grande ostacolo per lo studio, particolarmente in termini di investimento sul netcode.

Sebbene la qualità dei contenuti (sia auto che tracciati) sia davvero incredibile, noi di RaceDepartment crediamo fortemente che voi, Kunos Simulazioni, dobbiate spostare la vostra attenzione dall'implementare nuovi contenuti al migliorare la funzionalità del gioco. Se questi problemi non saranno risolti a breve, allora correrete il rischio di vedere un declino rapido e significativo del bacino d'utenza di Assetto Corsa.
Come la più grande community di SimRacing nel mondo, noi crediamo sinceramente che i problemi di cui abbiamo scritto sopra riceveranno più attenzione in futuro, perché crediamo che Assetto Corsa abbia il potenziale per diventare IL simulatore di corse sul mercato.

In chiusura, vorremmo lasciarvi con un ultimo pensiero: mentre essere in grado di guidare repliche incredibilmente accurate di auto e tracciati leggendari è un'esperienza surreale e davvero eccitante, a cosa servono tutti questi contenuti eccezionali se le limitazioni della funzionalità ed usabilità del gioco ci impediscono di realizzare tutto il loro potenziale?

Speriamo che in un futuro non troppo lontano Assetto Corsa dimostrerà di essere l'incredibile simulatore di corse che noi, così come chiunque altro, sappiamo che può diventare.

Cordiali saluti,
RaceDepartment.
 
And what is the verdict now 2 years later ?
@kunos improved Assetto Corsa massively in the last couple of years, and that's unbelievable considering the quality level the SIM already had.
Every small step they do is spot on, it means that they not only put an huge amount of passion in it but they also have skilled people doing things right.
They completed a very (very very) intricate puzzle and the final picture is AMAZING!
 
I'm the same way tbh. For YEARS, I played NFS shift and Shift 2 Unleashed online (never been a console guy), and tried the servers...ended up racing with only one solid friend, still a friend btw, CarRoth...never liked what would happen in those servers. Assetto Corsa really opened me up to what MP racing could be, and in all honesty attracts decent drivers...until one begins to hone one's race-craft to a degree where it eclipses most of these people too, and then you're left wanting even more.

Which MP often doesn't provide unless it is heavily restricted and penalized as in iRacing.

Are you the guy I beat on T7R? :p

Anyway, it's true that on most open mp servers, especially everything else than MR rated A or AB, the good drivers can be counted on 1 hand out of a full grid.
I still wonder why it's so hard for the good drivers to gather up on high rated servers, I know I have 20+ on my friendslist and more I know of on the forums, still I hardly race more than 3-4 of them at a time.
Is it because the "good" ones are a little affreid they might get caught in the middle and never win on such servers? Even seen the aliens show total arrogance and leave servers with negative critique on what's wrong with AC's physics or whatever.

I'd love to have a full grid of the really fast guys, Labbé, Demitri, Ref0 etc.
24-32 grid servers where you have to do your absolute best not to end last!
 
AC improved massively over the years, however it also took a few backwards steps in my view.

- Netcode is massively improved from V1.0 although there is that odd “surging” back and forth which I’m guessing is lag or some kind of prediction system not working as well with lag.

- AA is still not great, though better than it was in EA.

- player names adopted the console font type, terrible change. Makes names much harder to read, no idea why it was changed.

- ping numbers gone, replaced with coloured name to indicate ping. Again, poor change in my view.

- jump starts, great to see them implemented.

- retrograde change made on the horizon rendering (aparrently due to consoles). Made the horizon / sky rendering worse, rather than developing the skybox and improving it they decided to downgrade it on the Steam version. Worrying sign perhaps for future titles if they plan on doing multi platform releases.

- some vanilla KS tracks look quite good, some look very poor. The quality of the texture work in places looks like an rFactor mod track. Newer tracks look better overall, however Nurb GP, Vallelguna, Mugello look really dated and tired.

- sound engine improved massively. This was both good and bad. Great to see new tech and improving the audio, bad because it kept getting altered and breaking sound mods. Car sounds overall improved a lot as time went on.
 
AC improved massively over the years, however it also took a few backwards steps in my view.

- Netcode is massively improved from V1.0 although there is that odd “surging” back and forth which I’m guessing is lag or some kind of prediction system not working as well with lag.

- AA is still not great, though better than it was in EA.

- player names adopted the console font type, terrible change. Makes names much harder to read, no idea why it was changed.

- ping numbers gone, replaced with coloured name to indicate ping. Again, poor change in my view.

- jump starts, great to see them implemented.

- retrograde change made on the horizon rendering (aparrently due to consoles). Made the horizon / sky rendering worse, rather than developing the skybox and improving it they decided to downgrade it on the Steam version. Worrying sign perhaps for future titles if they plan on doing multi platform releases.

- some vanilla KS tracks look quite good, some look very poor. The quality of the texture work in places looks like an rFactor mod track. Newer tracks look better overall, however Nurb GP, Vallelguna, Mugello look really dated and tired.

- sound engine improved massively. This was both good and bad. Great to see new tech and improving the audio, bad because it kept getting altered and breaking sound mods. Car sounds overall improved a lot as time went on.
I am curious to look at these tracks now , I believe the quality was all the same ill look anyways as I say :D
 
- ping numbers gone, replaced with coloured name to indicate ping. Again, poor change in my view.

Agreed. I believe it shows as red if you're over 200 ping, but 200 ping is totally fine as long as it's stable so showing it as red is making people think there are problems when there likely is no problem. Really bad and misleading way of handling it IMO.
 
thread-resurrection.jpg


This thread ran it's course almost 3 years ago and really doesn't need reviving anymore and stir up all the drama that came with it.

AC has undergone massive improvements in the last couple of years so focusing on the OP again really serves no purpose as most issues have been improved or fixed.

Please just create a new thread by clicking on the post new thread button with the same question.
 
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