Oh, I "get it", alright. I "get" that more than five months later, the Evolution programmers are still no closer to a solution than they were back on October 7.
Could you elaborate on what DriveClub is doing that's radically different from the Burnout and Need for Speed games? Why haven't those games ever suffered from such crippling network problems?
No you don't. Again that's not true.
The change they made across the months are visible even to the players in the front-end.but you wouldn't know that .
Wait you could. because they did communicate about it recently !
I've already told you. You just don't understand.
Well, then, if the game already utilizes a design that recognizes data that's irrelevant to a player's game session and refrains from downloading that data, then it's doing what so many other online-enabled video games are already doing anyway. In that case, what's the danger of opening the game up to the PS+ subscriber base at this point? I never heard such excuses when other online-enabled video games were given out through the PS+ Instant Game Collection.
I fail to see what has justified such a prolonged amount of time to fix the network problems. No other major video game (from any genre, racing or otherwise) has had such a long-lasting network problem like this. There's simply no reason why this should have gone on for so long, and no reason why anyone here should have to defend such poor performance.
ok let me try again.( Last time )
See the fact that times are added to leaderboards when you complete a race and basic ranking on races ( Like autolog ? ) Driveclub does that.
Then you see time and lap time comparaison across your friends ? Driveclub does that too.
But driveclub does even more than that. When you're racing you have face-offs.
Your game communicates contantly with the driveclub servers and update each section of a track based on several parameters ( Race, type of race, section of the race, car category used, weather or not )
For every track in the game in 3 main statistics ( average speed , drifiting hability , accuracy )
This is one of the core of the competition driveclub offers ( the other being challenges ).
What does this mean: It means that 2 players, being in single player, playing the same track under the same conditions ( like one in the campaign ) can see the changes of the other from one lap to the other seamlessly...and they don't need to be in a online session for that to happen. I repeat unlike many other games, they are not sharing that information directly ( Hence single player ).
It works in time attack too ( and it's even more obvious) as the game loads time attack ghost Each lap.
So what does this mean , that means that the volume of data driveclub exchange is higher than other games..because the core of the game design of the game is about that.
Don't get me wrong ,
driveclub doesn't give you data on a track you're not playing on, no.
The problem why they are taking time before releasing the PS+ version is that the sheer number of people that might play when the PS+ version is released is huge.
If there was just a leaderboard that get updated once at the end of a race , it wouldn't mean shit , because you can mirror this stuff and the volume of data is small but the thing with driveclub is that it communicate much more data and more frequently.
This isn't just like an online session in NFS, because the data in a NFS online event is limited to sharing between those in the session and only the status of each player is updated once when an event ends. The way the data communicates is way different.
Now , Your argument is "it's poor design"
My answer is " it's not poor design".
Let me tell you why:
1 - it works flawlessly for the players of the game.
That's it. It work for those who have bought the damn game. You cannot accuse a game of poor design if those who are playing it don't have issues.
Your second argument is : " why isn't the PS+ edition there if it works"
My answer is : Because the the amount of data driveclub communicate is the same regardless of what version of the game you have, that mean that given the <PS+> usebase , the amount to manage is
a lot much . Considering that they were taken back by the paid customers once,
can you blame them if they wait untill they are sure they can handle 10x more costumers ?. I mean they are telling you in their last patch notes that they are getting ready for this stuff. And us paying customers still don't have the DRIVECLUB app
Your third argument is : " But i don't care about online stuff i just want to drive"
And my answer is : " It doesn't work that way"
Why ? Because Driveclub without the competition is another game entirely. Because releasing a game without the online connectivity doesn't make sense since the goal is to be in a club , unlock stuff together ( each point while you're in a club is shared and used to unlock stuff ) What you're asking is a different game entirely.
I hope this was clear. I hope you understand my point. I certainly hope you understand how data communicate over the internet before you tell me that driveclub does the same thing as other games.