Frecu a écrit:1. As we all saw in Dusseldorf yesterday, where are the wet conditions in TDF17?
In our list of all the features we have to do.
Frecu a écrit:2.. Alejandro Valverde breaks his leg and abandons. Why can this not happen in TDF 17?
Cause its in the fall and abandon feature that is also on our to-do list.
Frecu a écrit:3... In TDF 16, there is always wind. Light wind, moderate wind, strong wiind. But in TDF 17, why is there only wind in crosswind sections? Cross, head, tail winds play a BIG part in real life cycling.
Yes that's true. But all TDF before this one where working with that system but it was not satisfying from our point of view cause wind strength is something that you can't really feel in the game (how to seize the difference between a 10km/h and a 20 km/h wind force ?) and it's very complicate to seize its impact on the energy consumption (I mean in the game, in real life, it is something obvious). So we decided to keep wind strength to something stable during the race so that protection still remains something important and to keep visible area where the wind is key factor in the race.
Frecu a écrit:4.... All Riders still look the same. All riding styles are still the same. All bikes are the same.
For the TDF game franchise to suceed, you need to get the basic engine as close to real life cycling simulation as possible.
Why is it that Zwift looks almost as good as TDF 17? You should be kilometres ahead!
I know you have limits, but TDF video game designers need some help
Zwift did a great job on graphics but as you said we have some constraints do they have public along the roads ? do they have to run an IA behind the graphics ? But the main problem I think, is that our game engine begins to be quite old and changing it is a big deal.