I don't see how you can use Autovista cars and say it's the same as GT5's standard and premium car eyesore. Turn 10 isn't taking outdated FM1 car models and putting them into a current Forza game.
Except, they technically have. In fact, there are several cars in FM4 that have been up scaled through the years, like the '97 Acura NSX and '04 CTS-V (and to me, these one's don't look as good as the new vehicles) And a good chunk of the cars in FM3 are in FM4. That's how the Forza car list keeps getting bigger while the development time between games remains the same.
And it was GT4 models that were imported into GT5...which, again, a lot of the FM3 car list is in FM4...so...people seem to forget that Turn10 does that and they've always done that. Again, for a multiplayer game, a little "Greatest Hits" Car List from the previous game is a good idea. Heck, they even did it between FM4 and FH.
I don't see how that non sense is conductive to multiplayer at all. MP usually has tighter and more heated racing, along with more accidents (when the Forza AI isn't trying to outbrake you into every single corner no matter what). This can lead to situations where players are forced off track or forced to divert from the track to avoid something. The result? Arcadey glue grass. Forza's sticky grass has no place in the game. At the very least, players should be able to turn it off and then lock it in a cement block at the bottom of a harbor. At least then you can't have people nudge you off the road to catch you in a Mario Kart sand trap.
I think the idea is so people can't take advantages by cutting corners. I will admit, it's a little silly at times, like the going even barely off the track on the Corkscrew on Laguna Seca slows you way down...I've seen real race car drivers cut that corner a million times.
And speaking on the MP focus, now that I've tried both online, I much prefer GT's. Forza has far and away better room set up options, but online revolves around the quick race lobbies that I can't stand.
In GT, all rooms are player rooms so players have no choice but to go to player rooms to race, instead of avoiding them completely. GT also has the huge advantage of track day type events and tuning/practice/qualify before a race. Forza desperately needs to add that to online.
I actually agree. It's been a long time since I raced online in Forza, though. I might do some online racing this weekend, though, we'll see.
I don't quite get what you mean here, but I barely use trucks in GT and haven't yet used them in Forza. What do you mean by top heavy? And how do you make something top heavy in GT? Ballast can only be moved by length not height. Do you just mean prone to rolling over?
And I agree that weight reduction should see improvements. For one thing, it shouldn't be only % based. Yes a Bugatti is heavier than a Saleen, but there's no reason you couldn't get the former down to 2000 lbs by re-engineering the car.
You should be able to find videos of the Audi Q7 literally rolling around the Top Gear Test Track in GT5 on Youtube. It essentially calls for raising the ride height up and making the suspension super stiff.
But, the trucks in Forza are just more prone to roll over. I mean, I have the suspension on my Ram really soft, and it still rolls like a cow. It's REALLY hard to race at Sunset Peninsula when your vehicles rolls every time you clip a rumble strip.
I can't really agree. They're both trying to be sims. The ideal physics should be the same for each. Why would it matter if one was RPG and the other was MMO?
I'm not saying it does matter. I personally like both games.
Yes, they are both sims, but.......Let me put it this way: Forza and GT are like Almond Joy and Mounds. They're both delicious, but sometimes you feel like a nut, and sometimes you don't. You all can argue amongst yourselves about which game is Almond Joy and which one is Mounds.