F1 2016: First ScreenshotsF1 2010-2016 

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One thing I'm not happy with is how cheap the upgrades are. I'd be far happier if the first level of upgrades cost as much as the level five ones, and then each level get progressively more expensive from there. As it is now, in my first career at Sauber, by the half way point in the season I was pretty much level with Red Bull and Williams, and not far behind Mercedes and Ferrari. If you maximised your development points haul from every session, as much as possible, I can see the car being almost fully upgraded within one season, which is way too quick.

A Sauber or Manor should take at least 3 seasons to catch up to Mercedes, not two thirds of one season.

To remedy this, I've given up on the practice programs for my second career, which is a shame, because they're very well implemented, and it's fun trying to squeeze as many development points as you can from each session.

I'd love codies to either dramatically reduce the amount of points you get from each session, or each objective, or dramatically raise the cost of everything. Like, the first 400 point upgrades should be 1500 points IMO. You shouldn't be able to upgrade your engine and your aero in the first weekend, you shouldn't even be able to upgrade your engine by itself in the first weekend, it should take a few races to save up for that big of an upgrade.
 
One thing I'm not happy with is how cheap the upgrades are. I'd be far happier if the first level of upgrades cost as much as the level five ones, and then each level get progressively more expensive from there. As it is now, in my first career at Sauber, by the half way point in the season I was pretty much level with Red Bull and Williams, and not far behind Mercedes and Ferrari. If you maximised your development points haul from every session, as much as possible, I can see the car being almost fully upgraded within one season, which is way too quick.

A Sauber or Manor should take at least 3 seasons to catch up to Mercedes, not two thirds of one season.

To remedy this, I've given up on the practice programs for my second career, which is a shame, because they're very well implemented, and it's fun trying to squeeze as many development points as you can from each session.

I'd love codies to either dramatically reduce the amount of points you get from each session, or each objective, or dramatically raise the cost of everything. Like, the first 400 point upgrades should be 1500 points IMO. You shouldn't be able to upgrade your engine and your aero in the first weekend, you shouldn't even be able to upgrade your engine by itself in the first weekend, it should take a few races to save up for that big of an upgrade.

Why not just hold back some of your points and upgrade at the pace you want to? Cheap upgrades are great for people like me who want to progress quickly, which wouldn't be possible if the upgrades were more expensive (whilst progressing slowly is possible no matter what the upgrades cost) .
 
Why not just hold back some of your points and upgrade at the pace you want to? Cheap upgrades are great for people like me who want to progress quickly, which wouldn't be possible if the upgrades were more expensive (whilst progressing slowly is possible no matter what the upgrades cost) .
That's what I've started doing. Dedicating certain races as upgrade points where I'll go on a spending spree. Currently at Monaco, and I won't upgrade my car again until the end of the Austrian GP.
 
Why not just hold back some of your points and upgrade at the pace you want to? Cheap upgrades are great for people like me who want to progress quickly, which wouldn't be possible if the upgrades were more expensive (whilst progressing slowly is possible no matter what the upgrades cost) .

Because just like with the old "just pick a car 300hp down on the AI" from GT6, I would prefer not to have to artificially limit myself to make up for a poor design choice by the devs. It's great if you only want to play one season in career and then move on to another game, but when there is meant to be 10 seasons, and the goal for the bottom tier teams is to win the title in 4+ seasons, the R&D shouldn't be so easy.
 
One thing I'm not happy with is how cheap the upgrades are.
Developers feel the need to make games ridiculously easy like that. It's the same in the likes of Rise of the Tomb Raider where it was possible to unlock every character skill and weapon upgrade about two-thirds of the way through the game.
 
Difficulty is very a tricky area for developers, so I guess self limitation plays a big part of that. I'm a fan of being allowed lots of upgrades quickly so long as they aren't forced on you, like here. Mad Max was similar too, and to begin with I was losing a lot of fights and glad to be able to get some early health upgrades in to give me more of a chance. Eventually though you settle on a good balance, so don't want to upset it in your favour.
 
Because just like with the old "just pick a car 300hp down on the AI" from GT6

That's a totally different example and if anything serves my point - GT6's poor AI means you're restricted in what cars you can use to race competitively. You're freedom to play the game you want is restricted, which isn't a good thing.

With F1 2016's resource points, you're free to upgrade your car slowly if you want, or upgrade it quickly if you want. There's little restriction, which I think is a good thing.

I would prefer not to have to artificially limit myself

To be honest I don't see what the big difference is between artificially limiting yourself, or the game setting the artificial limit for you. Is it really that hard just to spend less points - so hard so you need the game changed so people like me have some of our fun taken away?
 
That's a totally different example and if anything serves my point - GT6's poor AI means you're restricted in what cars you can use to race competitively. You're freedom to play the game you want is restricted, which isn't a good thing.

With F1 2016's resource points, you're free to upgrade your car slowly if you want, or upgrade it quickly if you want. There's little restriction, which I think is a good thing.

No it's the exact same thing. I could use your logic to argue that in GT6, you are free to be as competitive as you like against the AI, so more casual players can still beat them, and more skilled players merely have to pick weaker cars to make the race closer, or they can dominate the AI. They can play it how they want. See, it works both ways.

Not to mention, if the player doesn't upgrade their car in the career, their team will fall behind the AI, because the AI all upgrade their cars pretty quickly too. In my current career, I've only just completed the third race, and Toro Rosso are already upgraded to match Red Bull. So that kind of prevents the player from upgrading too slowly...


To be honest I don't see what the big difference is between artificially limiting yourself, or the game setting the artificial limit for you. Is it really that hard just to spend less points - so hard so you need the game changed so people like me have some of our fun taken away?

I don't see how it is difficult for you to grasp the concept of multiple difficulty levels for the career. You can have your one season to upgrade a Manor to Mercedes dominating performance, and I could have a much slower progression, requiring persistence, instead of instant gratification. With the R&D system as it is, it's utterly pointless having a 10 season career, because it takes less than 2 seasons to max out any team, and the AI upgrade as well, so it doesn't take long before all the teams are maxed out.

This is why games are so easy these days, because if people don't get everything the game has to offer within a short period of time, they get upset about it.
 
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They can play it how they want.

......except if you want to race the AI in equal machinery, then you can't. Hence a restriction.

I really don't see the comparison beween the two examples, unless you think choosing weaker cars is as significant a change you have to make as just spending your points more slowly.

Not to mention, if the player doesn't upgrade their car in the career, their team will fall behind the AI, because the AI all upgrade their cars pretty quickly too. In my current career, I've only just completed the third race, and Toro Rosso are already upgraded to match Red Bull. So that kind of prevents the player from upgrading too slowly...

That's a fair point (definitely an option to change the rate AI teams upgrade at would be welcome). Although I don't think the AI upgrade that quickly - I switched to Haas after 2 seasons and they had about 1/3rd of the upgrades installed; given the later upgrades are more expensive that would suggest they could've maxed out on their own in 7-8 seasons, which isn't unreasonable. The fact all teams max out eventually is more a limitation of the system not allowing performance to move backwards in any way.

And in any case, you do have the freedom to set your performance relative to the other teams, which on track matters more than the absolute performance numbers.

I don't see how it is difficult for you to grasp the concept of multiple difficulty levels for the career.

What? We weren't talking about difficulty levels - the game definitely has those - we're talking about different ways of playing the game. One way is building a team up over a short time, another is building them up over a long time. At the moment I think it's entirely possible to do both. Making upgrades more expensive only allows the latter.

I would prefer it if you could select a 3 season career with the current upgrade system for more casual players, and the 10 season career with a much slower R&D progression, for more serious players.

Ok that's fairer, but what if I want 10 seasons with the current R&D? I have an idea to make a career where I switch between a bunch of teams and upgrade them quickly to similar levels, to hopefully get a very competitive grid to play with. It's probably a silly idea but it sounds fun to me, and the flexible upgrading should let me do it. The above doesn't.

because if people don't get everything the game has to offer within a short period of time

As long as you're able to play the game the way you want, what's wrong with this?

I get the game as-is isn't perfect at it but I think it does a pretty good job of letting us both have our fun (with very little extra work needed by you). That to me is better than your suggestions which keep your fun, but definitely take away some of mine. I don't want that to happen, or see why it has to, that's all.
 
Ferrari have now overtook Mercedes as the top developed team in my career - will be interesting to see who wins the first season. Torro Rosso are now the 3rd best developed team,Sainz has had 2 podiums in a row so they are looking strong - maybe next season they might be the next best team after the big top two. This development feature they have put in is the best addition in years imo - gives the career mode much more of a journey feel,and something to strive for.

Ive fully developed the first 2 tiers of upgrades up to Spa in the first season - which does seem a bit fast. I may just upgrade all my 3rd tier stuff for the 2nd season,make it more realistic.
 
I have an idea to make a career where I switch between a bunch of teams and upgrade them quickly to similar levels, to hopefully get a very competitive grid to play with. It's probably a silly idea but it sounds fun to me, and the flexible upgrading should let me do it. The above doesn't.

This is what I have been doing in my career, I started with Haas and then switched to Ferrari. Now that I have both teams fully upgraded, I am banking upgrade points for a switch to another team when my current season is over. For me, this has kept the game more of a challenge and will keep me playing longer.
 
......except if you want to race the AI in equal machinery, then you can't. Hence a restriction.

Yes, in the same way that if you want it to be difficult to build up a bottom of the grid team to match the top teams. You can't, it's always going to be ridiculously easy.


That's a fair point (definitely an option to change the rate AI teams upgrade at would be welcome). Although I don't think the AI upgrade that quickly - I switched to Haas after 2 seasons and they had about 1/3rd of the upgrades installed; given the later upgrades are more expensive that would suggest they could've maxed out on their own in 7-8 seasons, which isn't unreasonable. The fact all teams max out eventually is more a limitation of the system not allowing performance to move backwards in any way.

Except the rate the teams upgrade is random, so your anecdote about Haas taking 7 seasons doesn't apply to all teams, not even in your own game. As I said before, Toro Rosso have already upgraded to match Red Bull by the third race of the first season in my career. I'm already limiting myself by not doing the practice programs, so I've actually fallen quite far behind them already, despite being able to do two major upgrades within the first three races, which is still too quick IMO.



What? We weren't talking about difficulty levels - the game definitely has those - we're talking about different ways of playing the game. One way is building a team up over a short time, another is building them up over a long time. At the moment I think it's entirely possible to do both. Making upgrades more expensive only allows the latter.

The part where I said having two different lengths of career mode... For lack of a better description of it, I called it difficulty levels. Hell why not just have two different R&D setups that you choose at the beginning of the career?


Ok that's fairer, but what if I want 10 seasons with the current R&D? I have an idea to make a career where I switch between a bunch of teams and upgrade them quickly to similar levels, to hopefully get a very competitive grid to play with. It's probably a silly idea but it sounds fun to me, and the flexible upgrading should let me do it. The above doesn't.

Do you know that once the teams max out, their relative performance is identical to the beginning of the career? So a maxed out Manor is only slightly better than Merc is at their starting point. So by the time you've maxed out the two bottom teams, the top three or four will already be well ahead of the max of the bottom teams. It's another limit of the R&D system.

It would be impossible to get all the teams to similar levels. Closest I've gotten to that is four teams at a similar level, with a couple well behind, and a couple well ahead.


I get the game as-is isn't perfect at it but I think it does a pretty good job of letting us both have our fun (with very little extra work needed by you). That to me is better than your suggestions which keep your fun, but definitely take away some of mine. I don't want that to happen, or see why it has to, that's all.

Never said it needed to be perfect. It has far more issues than the ones I've just raised, and despite this I think it's the best F1 game I've ever played, by quite some margin. I don't see how having the ability to make the R&D pace much slower and more realistic would ruin your fun. In the same way as having the ability to have assists doesn't ruin the fun for those who don't use them, you could simply use the easier way, and still have your fun. The way it is now, is much less fun for me, because it's way too easy, and simply choosing to not upgrade my car leaves me in the position where the AI are upgrading faster than me, because some of them upgrade at unrealistic rates as well.

You must hate games like Deus Ex, where you can't get more than about half the upgrades for your character in one playthrough, forcing you to actually think about your upgrade strategy, and sacrifice your character's potential in one area, to get stronger in another area.
 
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Yes, in the same way that if you want it to be difficult to build up a bottom of the grid team to match the top teams.

If you want the actual upgrade process to be more difficult then ok fair enough. Although you did suggest at the top of the page what you thought the upgrade values should be..........so how about upgrading when you only reach those values? So it's not hard-coded by Codies but it achieves the same effect no? If your maths is good you won't even need a calculator to do it............ :P :D

Except the rate the teams upgrade is random, so your anecdote about Haas taking 7 seasons doesn't apply to all teams, not even in your own game.

I know it's random in the short term, though that doesn't necessarily mean there's a lot of variation in the long term. You could be totally right but I wouldn't be convinced a team could max out really quickly until I'd seen it. (Edit: Unless you have seen that already? Sorry I might've misread your post.)

Hell why not just have two different R&D setups that you choose at the beginning of the career?

Yeah, I'd be happy with that.

But if Codies continue to have only one R&D setup in future games, I stick by my view that the flexible system they have now is better in principle than a restrictive one.

Do you know that once the teams max out, their relative performance is identical to the beginning of the career? So a maxed out Manor is only slightly better than Merc is at their starting point. So by the time you've maxed out the two bottom teams, the top three or four will already be well ahead of the max of the bottom teams. It's another limit of the R&D system.

It would be impossible to get all the teams to similar levels. Closest I've gotten to that is four teams at a similar level, with a couple well behind, and a couple well ahead.

Bugger, I worried that would be the case. I'm surprised the Manor maxes so low because the Renault (which doesn't start much higher I think) maxes out comfortably better than the rest. I'll probably still try what you did though and get as many teams equal as I can.

In the same way as having the ability to have assists doesn't ruin the fun for those who don't use them, you could simply use the easier way, and still have your fun.

Well the keyword there is ability - as long as I do have the option somehow to do what I want then I'm happy, and if your desired options are there too then even better. I only worry that if Codies make changes to the career in the future it could be at the expense of my fun (or yours), rather than adding to both our experiences, if that makes sense.

You must hate games like Deus Ex, where you can't get more than about half the upgrades for your character in one playthrough, forcing you to actually think about your upgrade strategy, and sacrifice your character's potential in one area, to get stronger in another area.

Firstly I should clarify that because I enjoy games with quick progression doesn't mean I don't also enjoy games with slower, more involved and strategic progression too. :)

Second for me that's simply a different debate althogether, my focus here is only on racing games, because I'm a bit tired with how long the genre has stuck with the same formula of "start at the bottom and grind your way to the top" - Gran Turismo being the main offender! - and it's been really refreshing to see games like PCARS and F1 be far more flexible in how you can start and progress through their careers. I just hope that trend keeps going forward rather than backward!
 
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One thing I'm not happy with is how cheap the upgrades are. I'd be far happier if the first level of upgrades cost as much as the level five ones, and then each level get progressively more expensive from there. As it is now, in my first career at Sauber, by the half way point in the season I was pretty much level with Red Bull and Williams, and not far behind Mercedes and Ferrari. If you maximised your development points haul from every session, as much as possible, I can see the car being almost fully upgraded within one season, which is way too quick.

A Sauber or Manor should take at least 3 seasons to catch up to Mercedes, not two thirds of one season.

To remedy this, I've given up on the practice programs for my second career, which is a shame, because they're very well implemented, and it's fun trying to squeeze as many development points as you can from each session.

I'd love codies to either dramatically reduce the amount of points you get from each session, or each objective, or dramatically raise the cost of everything. Like, the first 400 point upgrades should be 1500 points IMO. You shouldn't be able to upgrade your engine and your aero in the first weekend, you shouldn't even be able to upgrade your engine by itself in the first weekend, it should take a few races to save up for that big of an upgrade.

Ah... Was literally just about to ask the question about upgrades!

So essentially the team you're driving for (as long as you do practice sessions) is the only team actually developing their car? I was hoping for the other teams to still develop but not at the speed you can if you improve your car every race.

Looks like I won't be upgrading if that's the case then. I won't have joined Manor to win races with a car that's one of the fastest on the grid I want to be fighting for smaller more realistic victories like points finishes in a car that's a bit of a dog.
 
Ah... Was literally just about to ask the question about upgrades!

So essentially the team you're driving for (as long as you do practice sessions) is the only team actually developing their car? I was hoping for the other teams to still develop but not at the speed you can if you improve your car every race.

Looks like I won't be upgrading if that's the case then. I won't have joined Manor to win races with a car that's one of the fastest on the grid I want to be fighting for smaller more realistic victories like points finishes in a car that's a bit of a dog.
No. Every team upgrades at random rates. You can control what rate your team upgrades come.
 
No. Every team upgrades at random rates. You can control what rate your team upgrades come.

That's good news. So does that mean regardless of your own performances that AI teams can change how competitive they are? Like say Williams upgraded heavily and Ferrari and Red Bull had very slow developments that they could become Mercedes biggest threats?
 
If you want the actual upgrade process to be more difficult then ok fair enough. Although you did suggest at the top of the page what you thought the upgrade values should be..........so how about upgrading when you only reach those values? So it's not hard-coded by Codies but it achieves the same effect no? If your maths is good you won't even need a calculator to do it............ :P :D

Because, as I've said multiple times now, the AI aren't going to start upgrading at a more realistic rate, so I'll just end up falling well behind them, which is already happening in my current career after only three races.

I can develop the car slower than is possible and remain competitive relative to the others, for sure, and that's what I'm doing by not doing the practice programs, but I'm still restricted by the AI's development speed, which is still a bit too much IMO. It'd also be nice to have to work hard for those developments, having to do all the practice programs and such, but I can't. Working hard for the upgrades just doesn't exist, even without the practice programs I get a metric **** ton of development points every weekend, which is a bummer.

I know it's random in the short term, though that doesn't necessarily mean there's a lot of variation in the long term. You could be totally right but I wouldn't be convinced a team could max out really quickly until I'd seen it. (Edit: Unless you have seen that already? Sorry I might've misread your post.)

I quit my first career after Singapore to start again, because the first one I did with the controller on Expert before I got my wheel working with GIMX. Now my wheel's working, I've restarted again on Legend with no assists. The main reason I started again was the first time around I really focused on gathering development points and upgrading, only to find my car third best at the halfway point in the season (this was with Sauber, who start second worst). In that career, by Singapore, Mclaren had reached Ferrari, and weren't far behind Mercedes, and neither Ferrari or Mercedes had stood still either, so at that rate of development I can see the AI easily maxing out Mclaren within two seasons.

From what I've observed so far, the AI seem to pick a couple of teams to progress very quickly, and then most progress at an average pace, and a couple progress very slowly. I would have thought the top teams would always progress much slower than the bottom teams, but in my first career Manor had barely done any upgrades by mid-season, and neither had Force India, who had dropped to second worst team, and Mclaren and Williams had been powering on with upgrades every few races. Mercedes also developed faster than Ferrari or Red Bull, so it does seem to be a bit randomised.


Bugger, I worried that would be the case. I'm surprised the Manor maxes so low because the Renault (which doesn't start much higher I think) maxes out comfortably better than the rest. I'll probably still try what you did though and get as many teams equal as I can.

I'm only going off of what one user on the official forums, who has maxed out the teams, has said regarding Manor. He said they get to about three quarters on the development bar, which isn't far ahead of where Mercedes start really. He, and a few others, have said that when all cars are maxed out, their performance relative to one another is identical to the beginning of the career, which is a big disappointment, because it means if you spend a few seasons at one team, and then want to move to another, unless you move to a top team, you will not be able to match the performance of the top teams. Joining Mclaren after 4 or 5 seasons, for example, would be pointless, as by then Mercedes and Ferrari at least will be developed to a point Mclaren simply can't reach.

Ah... Was literally just about to ask the question about upgrades!

So essentially the team you're driving for (as long as you do practice sessions) is the only team actually developing their car? I was hoping for the other teams to still develop but not at the speed you can if you improve your car every race.

Looks like I won't be upgrading if that's the case then. I won't have joined Manor to win races with a car that's one of the fastest on the grid I want to be fighting for smaller more realistic victories like points finishes in a car that's a bit of a dog.

No, as we've been discussing above, the AI develops it's cars too, and some teams develop quite quickly, but others not so much. However, if you do try to score as many development points as possible, it'll take one season to have Manor fighting among the Mercs and Ferraris on equal footing.

You can do what I'm doing and not do the practice programs, but that removes what could be a fun part of the game, and even without those it's still far too easy to build up development points.
 
You can do what I'm doing and not do the practice programs, but that removes what could be a fun part of the game, and even without those it's still far too easy to build up development points.

I don't understand why you would stop doing the practice programs when you can simply not use the points given to you. Save them for another season on a different team or just leave them alone but, to stop playing a fun part of the game when you don't need to is an odd way of going about it.
 
I don't understand why you would stop doing the practice programs when you can simply not use the points given to you. Save them for another season on a different team or just leave them alone but, to stop playing a fun part of the game when you don't need to is an odd way of going about it.
Some people like making a small thing seem way bigger than it actually is. This is one of those cases.
 
I don't understand why you would stop doing the practice programs when you can simply not use the points given to you. Save them for another season on a different team or just leave them alone but, to stop playing a fun part of the game when you don't need to is an odd way of going about it.

Because the part the makes the practice programs fun is trying to max out the points you get. If those points are essentially worthless because you get way more than you ever need, then it's just a waste of time, and removes all the fun of the practice programs in the first place. I don't see the point wasting time doing something that is rendered redundant by the design of the R&D system.

Some people like making a small thing seem way bigger than it actually is. This is one of those cases.

Oh excuse me for bringing up an issue I have with the game. I guess unless I want to heap praise on the game, I better just leave then. It may be a small thing for you, but for me, the R&D was a pretty major reason that I was looking forward to this game. With it being made so ridiculously easy, it feels incredibly shallow.

Another small thing that wasn't implemented well, and is therefore pointless, is the manual start option. The fact that you have to use the upshift paddle (or button on the controller), and it's just an on/off switch, means there's no clutch slip at all, so you just dump the clutch at full revs and get a perfect start every time.

Just because an issue is a small one, it doesn't mean it can't be talked about.
 
Oh excuse me for bringing up an issue I have with the game. I guess unless I want to heap praise on the game, I better just leave then. It may be a small thing for you, but for me, the R&D was a pretty major reason that I was looking forward to this game. With it being made so ridiculously easy, it feels incredibly shallow.
I get bringing up issues. But shooting down everyone else's advice on how to bypass it just makes it look like you're overdramatisizing the issue as a pity party, which is partly funny, partly annoying, partly sad, but entirely out of proportion.
 
I get bringing up issues. But shooting down everyone else's advice on how to bypass it just makes it look like you're overdramatisizing the issue as a pity party, which is partly funny, partly annoying, partly sad, but entirely out of proportion.

Oh I get it, I can't disagree with you? The advice was to not spend the R&D points, which, as I pointed out, won't stop the AI teams from developing their cars at an unrealistic rate, which will lead to my team falling behind, which isn't much of a solution, is it?

There's nothing wrong with someone bringing up an issue they have with a game, and talking about how they would prefer it to be.

The only reason I brought it up to begin with was because it's the only real issue I have with the game, so I thought it'd be an interesting topic of discussion. If you think someone having a problem with the game is annoying, you can always go read something else...
 
Oh I get it, I can't disagree with you? The advice was to not spend the R&D points, which, as I pointed out, won't stop the AI teams from developing their cars at an unrealistic rate, which will lead to my team falling behind, which isn't much of a solution, is it?

The only reason I brought it up to begin with was because it's the only real issue I have with the game, so I thought it'd be an interesting topic of discussion. If you think someone having a problem with the game is annoying, you can always go read something else...
I haven't said anything about my opinion on the matter, so, how exactly does that come into play?
 
I haven't said anything about my opinion on the matter, so, how exactly does that come into play?

Your opinion that it's just a small thing and all I'm doing is blowing it out of proportion. I disagree, and suddenly I'm "overdramatisizing" (not even a real word) it, and it's "sad" and "annoying".

Like I said, if you're annoyed, you can always not read my post. Feel free to disagree with me, but do so in a respectful manner, or don't bother replying to me at all.

Edit: I should also add, if you get so annoyed about people simply talking about how they would prefer specific parts of a game to be, maybe a videogame forum isn't for you.
 
My opinion is actually more in line with you in the fact that there should have been slower progression given the amount of time you are given. And telling me a video game forum isn't for me when we're having a discussion over a part of a game in which we see it differently is what a forum is for. Sorry for being just as passionate as you are for a top notch game.
 
My opinion is actually more in line with you in the fact that there should have been slower progression given the amount of time you are given. And telling me a video game forum isn't for me when we're having a discussion over a part of a game in which we see it differently is what a forum is for. Sorry for being just as passionate as you are for a top notch game.

I apologise if I'm coming across as blunt, I just don't appreciate being told my opinion is annoying and sad.

If you wish to actually discuss the game itself, I'm more than up for it.

In other news, there are a bunch of people on the official forums claiming the physics have been changed in 1.03. I haven't noticed anything, and some members there are saying nothing has changed, but some are insistent that the grip has been increased, or hidden TC added. Has anyone here noticed anything like that?
 
I haven't played much, but at Monaco, one thing I noticed is that grip had gotten worse on a controller rather than better, which I welcome. But Monaco is a poor place to find out stuff like that so I won't know until I finish the race tomorrow. My biggest notice is that damage has gotten slightly more fragile as far as the front wing goes. Literally the slightest knock will take off part of the front wing now, and it's been more consistent.
 
I've had the fragile front wing since day one. Not on simulation damage either, just on full. Actually that reminds me, I should prob try sim damage. I only really stayed away from it because I was on controller and suck pretty bad with the controller, so I couldn't drive consistently enough to ensure I would stay out of the walls, or not rear end people lol.

I can't comment on Monaco, because when I raced there, I was using TC, as I couldn't modulate the throttle with the controller to save my life. I'm only a couple of races away from it in my new career now, so I'll see how it feels without assists. Monaco is a bit of a special case though, as it's really easy to go off the ideal line, thanks to the tight nature of it, which will pick up marbles and reduce grip. The patch notes for 1.03 did say they've fixed an issue where marbles didn't stick to the tyres, so that might be the cause of the reduced grip there.

Edit: Another thing a lot of people are asking for is a difficulty slider, instead of the levels, due to the gigantic gap between expert and legend. This doesn't bother me now, because without assists with the wheel I am comfortable at legend, but when I used the controller with assists on, I was over a second off the pace on legend, but over two seconds ahead on expert, so I can definitely see how a difficulty slider would benefit everyone.
 
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I've had the fragile front wing since day one. Not on simulation damage either, just on full. Actually that reminds me, I should prob try sim damage. I only really stayed away from it because I was on controller and suck pretty bad with the controller, so I couldn't drive consistently enough to ensure I would stay out of the walls, or not rear end people lol.

I can't comment on Monaco, because when I raced there, I was using TC, as I couldn't modulate the throttle with the controller to save my life. I'm only a couple of races away from it in my new career now, so I'll see how it feels without assists. Monaco is a bit of a special case though, as it's really easy to go off the ideal line, thanks to the tight nature of it, which will pick up marbles and reduce grip. The patch notes for 1.03 did say they've fixed an issue where marbles didn't stick to the tyres, so that might be the cause of the reduced grip there.
Yeah. Marbles are a bit issue now thanks to the update. And I've used sim damage from the start. I still use TC because racing online almost requires it to stay competitive with those on wheels, but everything else is realistic.
 
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