That's the stuff we mean when we say things like "it's been there for years, so we're not expecting much this year".
It improves incrementally each year, and if the driving model itself wasn't so fun, it would be trash. There are tons of little supporting system issues with the game that seem to exist in each version. Stuff like that (win, but not win bug), weird starting orders and pitting sequences--caution comes out, you're running 10th. You pit, you come out in line about 7th or 8th behind somebody like Bowyer, Truex, and Jr. Then you get back to the restart and you're restarting 23rd with Bowyer, Truex, and Jr. up in 5th, 6th, and 7th. Just bizarre crap like that).
It's not something that happens every race, but it's also not so uncommon that the devs could have missed it.
And to an earlier poster--yes, we've relayed all of this directly to them for years. A few of us here were in the beta on PC and relaying this constantly to them last year. It's not for lack of information. It's for lack of ability to fix it, which is probably pretty difficult.
There's a reason I felt like flying flags at half mast when Papyrus quit making NASCAR games. I was there for their first one and watched the AI get better each version, and even reviewed the later ones for this site. It wasn't always as good as it ended up, and even the NR2003 had some AI issues that were quirky. But this one (like I've said before) is different in its method of screwups. There are numerous fundamental things wrong with each version they put out.
This one, SO FAR, seems like a step forward to me. But until I really nail down a career difficulty percentage that doesn't either have me winning the pole every race and then sailing backward through the field, or hopelessly outgunned at the green flag, I won't know for sure. I've started running a season mode to see how I match up in an equal car, and once I find a baseline there, go back to career and just pay my dues at the back of the field, knowing it's vehicle and not so much driver/difficulty.

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