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VythanLe

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VythanLe
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KartRider: Drift Rep

  • The Drifting

    If you Hold drift in a circle in Rush you will go in a very large circle, if you hold drift in kartrider drift you will go in a small half circle and stop.
    This is because the physics in drift make a horizontal movement stop the car, unlike in rush, which only grants a slow debuff until the car eventually stops.

    Rush also has a "Angle" put on the drift, obviously in this new one the angle is removed+the cars come to a complete halt, making for very painful controlling experience.
    However you guys did add the "drift help" feature which is basically the same thing as rush, except its not because its limit is a 25 degree angle while in rush it's closer to a 37 degree.
    So it's either extremely janky movement or extremely stiff, though stiff is much better.

    Seeing as this is a game all about movement, I think it's pretty important to look at this:

    In the past games, a cars "stats" and "Handling" are largely based around this very aspect. In other words, you guys need a stat sheet to manipulate the players handling and drift angles without being pay to win.

    I would also like to point out that in rush, completing any drift grants instaboost, which stacks 3 times. From what I've played here you have to drift, drift cancel and go the opposite direction to get a tiny insta boost. Whats more important, an instaboost or running into the wall? terrible design. It also only stacks once unless its not showing up correctly on android.

    You are also lacking battle modes, arcade modes, custom tracks and taunts.

    But my main point is, please do something about this horrifyingly clunky mashup between the physics of the game and the drifting angles. It feels like a bad version of retro mario drifts, but worse.
    liquidsin74SparkleX