***Forza 6-wish list***

I'd say it more of a lack of talent/attention on their part. FH2 introduced weather system, but it looks less impressive than GT5, and that's a 2010 game. Not to mention that somehow PD managed to have close to 1080p resolution (in fact it's about the same as the majority of games on xbox one), 16 cars on tracks with higher detailed models and lods than FM5, night, weather, a much more sophisticated lighting and shaders, volumetric smoke with shadowing. Sure it's not a stable 60 fps experience, but it's also a 2006 machine with tacked on crappy GPU and 512 megs of RAM/VRAM. There's really no excuse for a 2012 machine not being able to achieve higher graphical fidelity.
None of this addresses the frame rate issue already mentioned, let alone the boring robotic AI on track in that game where available. If you prefer the way PD do things, I'd suggest playing GT instead.

If a lack of attention is involved I don't think it's on T10's part as these issues have been discussed repeatedly on this very thread.
 
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Like I posted before. I may just have to get XBONE.
 
Assuming this gen is as long as the last one - 8 years or so...
2013 Forza 5 - 200 cars at launch
2015 Forza 6 - 400 cars
2017 Forza 7 - 600 cars
2019 Forza 8 - 800 cars
2021 Forza 9 - 1000 cars
 
I hope to see them not overdo it with the car count (ditch the under 200 HP cars please, if people want them, they can do DLC). Part of the reason people love playing Forza are the sought-after cars that you almost never get to own in real life, let alone test drive or spot one.

I say keep the car count somewhere between Forza 5 and Forza 4, while accurately modelling ALL handling, performance and audio characteristics.

I would also like to see the track count being more on the same level as the cars. If you can have over 200 cars in a driving game, why can't you have close to 50 unique race tracks or more? The whole deal with taking six months or more to build a track? I don't buy it. Maybe it's true for real-life tracks.. but bringing fantasy tracks to future franchises shouldn't be a problem.
 
Assuming this gen is as long as the last one - 8 years or so...
2013 Forza 5 - 200 cars at launch
2015 Forza 6 - 400 cars
2017 Forza 7 - 600 cars
2019 Forza 8 - 800 cars
2021 Forza 9 - 1000 cars

I'm hoping for this underpowered console gen to be shorter. I'd like for them to release the xbtwo in 2018 but with vr headsets and the likes with a very powerful gpu. I'm guessing this gen's cars will already be perfect for next gen and won't need to be retouched at all.
 
I'm hoping for this underpowered console gen to be shorter. I'd like for them to release the xbtwo in 2018 but with vr headsets and the likes with a very powerful gpu. I'm guessing this gen's cars will already be perfect for next gen and won't need to be retouched at all.
It's hard to predict the future, MS spent 3 billion dollars on X1's development alone and god knows how much on marketing, it will be a long while for them to recoup the costs, and Sony is pretty comfortably in 1st place with PS4 selling like hot cakes. I don't see either of them pushing for new hardware so soon.
 
I hope to see them not overdo it with the car count (ditch the under 200 HP cars please, if people want them, they can do DLC). Part of the reason people love playing Forza are the sought-after cars that you almost never get to own in real life, let alone test drive or spot one.

I happen to like the under 200bhp cars, and if T10 ditched them; I would spend 100% of my racing and drifting time on pc with Rfactor and Assetto corsa. They would lose a customer of 10 years by doing that, and they would lose many more than just myself also. Just because you don't want them in there, doesn't mean others will share your view.

I say keep the car count somewhere between Forza 5 and Forza 4, while accurately modelling ALL handling, performance and audio characteristics.

The audio could be done to the level you are saying, but with the current tech in the Xbox one; there is absolutely no way we will get all performance and handling on a 1 to 1 level with real world to virtual world. Just take a look at how many computers redbull need to run their F1 training simulators. And even they are not 1 to 1 100% accurate.

I would also like to see the track count being more on the same level as the cars. If you can have over 200 cars in a driving game, why can't you have close to 50 unique race tracks or more? The whole deal with taking six months or more to build a track? I don't buy it. Maybe it's true for real-life tracks.. but bringing fantasy tracks to future franchises shouldn't be a problem

It is actually 9 months to model a track, and having previous experience with 3d modeling and texturing for a video game environment; I do buy it. There is a lot of things that need doing to get something ready for the video game consumer. Even fantasy tracks can take this long to build, T10 are not pulling your leg on this.
 
I've always wanted the ability to quickly see and select multiple tunes of the same car, so I put together this quick mock-up.

Each available tune would be visible on each cars "card" and would be selectable from this screen. The gray "S" box would be to select the stock version of any car.

FM5%2BTune%2BSelect.jpg
 
Yes, this'd free up garage space by eliminating the need to keep multiple versions of the same car with different tunes.
 
These are the things I need in FM6

1. Unbeatable Drivatar difficulty that is actually a challenge. As it stands, I find it far to easy to beat them; just like older versions of Forza. I am usually in first half way around the first lap.

2. Drivatars that can drive on Yas Marina. Seriously, they can not drive on this track properly. Let alone brake for a corner following a high speed straight, they just plow right off the track.

3. Publicly searchable User created lobbys like in FM4. This feature been missing has killed off the Forza tandem drifting community.

4. Fujimi Kaido has to return. This track is a staple of Forza, just like Maple Vally; which also needs to make a return. Without the existence of Fujimi in FM5, the Touge community had no where to go. This is why there are still often Touge rooms on FM4.

5. T10 need to bring back the old Forza in game economy. I did a test lastnight on a brand new save game on a new live account, and within 3 hours I already had 800k+; and just from the career races alone without VIP bonus. I want to have to work to in Forza to build up my car garage and upgrade them, that is and always has been part of the challenge to me.
 
These are the things I need in FM6

1. Unbeatable Drivatar difficulty that is actually a challenge. As it stands, I find it far to easy to beat them; just like older versions of Forza. I am usually in first half way around the first lap.

2. Drivatars that can drive on Yas Marina. Seriously, they can not drive on this track properly. Let alone brake for a corner following a high speed straight, they just plow right off the track.

3. Publicly searchable User created lobbys like in FM4. This feature been missing has killed off the Forza tandem drifting community.

4. Fujimi Kaido has to return. This track is a staple of Forza, just like Maple Vally; which also needs to make a return. Without the existence of Fujimi in FM5, the Touge community had no where to go. This is why there are still often Touge rooms on FM4.

5. T10 need to bring back the old Forza in game economy. I did a test lastnight on a brand new save game on a new live account, and within 3 hours I already had 800k+; and just from the career races alone without VIP bonus. I want to have to work to in Forza to build up my car garage and upgrade them, that is and always has been part of the challenge to me.

👍

I don't find the AI challenging either, though I don't own FM5, still far better than the GT games. I just want them to behave like proper pro drivers, respecting track rules and all, not getting in the way or spinning you out around corners... and for a change not behaving like brats with too much money who don't know proper precision driving techniques and wreck their cars on freeways..!

Fujimi... I fell in love with this track in FM3 (it does look better in 3, doesn't it?) and have longed for a tighter, narrower more challenging version of it. I really hope T10 doesn't poop all over the track roster again, and seriously consider bringing back Positano full, Fujimi, Maple and New York. SO many good tracks from the first 3 Forza games. I don't understand the ideology behind ditching old tracks for new ones. GT has pretty much held up it's track collection (almost) since the first game while introducing new ones.

Yeah, the old economy was king. Shucks, I want to win a free car after finishing 1st in every race! :lol:
 
1.The drivatars definitely need tweaking, the unbeatable one are pretty hard for me(controller user here), but there still a huge pileup in the first corner of pretty much every track in the game, Long Beach is unplayable until they spread out a bit. A way to counter it would be implementing segregation within the drivatar database based on whether the full damage is turned on, because as of now these bastards take no damage and are happy to crash into me at every opportunities, which leaves me with a broken car that can't go above 10 km/h and they drive away like nothing happened. If damage was taken into account for all cars on track and turning it on would separate drivers that use it from those who don't to populate your game theoretically this should lead to drivatars learning a safer behavior on the track, doing their best to avoid damaging their car. When they aren't crashing into you they're pretty fun to race against.
2. Tracks - honestly the ones already in FM5 shouldn't need any reworking/tweaking, just leave them alone, work on others, these are already incredibly detailed and should be fine for this gen and beyond. Bring back all the real world tracks first - Infineon, Suzuka, Tsukuba, Hockenheim, etc., then bring back the fictional ones.
3. The old economy needs to come back, FM5's is very screwed up, I've cleared most of the career apart from the races that require very expensive cars, even after all the forza rewards I don't have enough money for them, and even if I do why would I spend that much money on car that's never gonna recoup the costs of buying it, the race payout is exactly the same as a Honda Fit, why would I bother?
 
Tracks - honestly the ones already in FM5 shouldn't need any reworking/tweaking, just leave them alone, work on others, these are already incredibly detailed and should be fine for this gen and beyond. Bring back all the real world tracks first - Infineon, Suzuka, Tsukuba, Hockenheim, etc., then bring back the fictional ones.

As much as I want the real world tracks back, they do need to bring back Fujimi. As I said before, it is an iconic forza track the same as Maple Vally. Both tracks where in Forza 1, and the whole touge sub community from Forza 3/4 have been left high and dry without it. They are crying out for any racing game to come along with a tight and twisty mountain track to come along, and to be honest, so am I. But this is where I am lucky, as I have a gaming PC, a G27 wheel, and a copy of Assetto Corsa sitting in my steam games list. So I can race on any number of tight and twisty mountain tracks. Lots of people just want to game on a console though.

I've cleared most of the career apart from the races that require very expensive cars, even after all the forza rewards I don't have enough money for them

I can never understand how someone can not have enough credits in any forza game? As it stands I have over 40 million credits in FM5, plus a 2 Mclaren P1's, two la Ferrari's, 2 Lotus E21's, and more. These credits are just from racing, both online and in the free run mode. As well as using rivals occasionally. But irrespective of that, I haven't really spent a lot of time playing FM5 over the past 2 years. Then there is also the fact that T10 changed the economy shortly after release by halving the cost of the cars, and increasing the payouts.

The payout system in the game works on a multiplier system I thing, because if you race in free run mode with a full grid of AI. You do earn a higher percentage of credits the more laps you have in that race. I am unsure if this goes on "time on track" or "number of laps", but I think it is the Forza. I think this because 1 lap of the ring with a full grid of AI, will give a higher payout over say 1 lap of Laguna.
 
While playing Forza over the past two weeks since buying it I compiled a list of neat features I'd love to see in Forza 6 that Forza 5 either misses or would be made more complete. Apologies if any of my list has already been listed as I haven't read this thread through and through. Things that would in my mind make Forza 6 way cooler.

Upgrade shop. Engine swaps tell you the name of the engine or where the engine came from like they did in Forza 4.

Upgrade shop. More engines / swaps for cars.

Upgrade shop. Make mirrors replaceable / upgradeable for certain cars or all cars that heave real life modded version of wing mirrors.

Upgrade shop. Make headlights replaceable / upgradeable for certain cars or all cars that have real life modded versions of headlights.

Upgrade Shop. When upgrading some Exterior parts, make their appearance noticeable. i.e exhausts do not change from stock to upgraded part. This needs to be noticeable like tire width, tyre size, bodykit, wing, or wheels size are instantly noticeable.

Upgrade Shop allow more comprehensive part list even though its already great and far beyond GT6.

Upgrade shop. Allow all sizes of cars engine swap and conversion to be upgraded to even higher horsepower. i.e beetle or Mini only 700bhp, allow upto 1000bhp or more if it's possible in real life, allow lamborghini and GTR's, audi r8's to be upgraded to real life 1200bhp - 1800bhp - 2000bhp.

More Bodykits for cars not just modern honda or supra but for a wider range of e.g older and modern cars like an older peugeot 205 / maxi bodykits or rally etc...

Forzavista is worse than Autovista for Forza 5. In Forza 4 all the "Information Points" give you some running commentary on History and knowledgeable facts about the car. If not from the Top Gear Team from another new voice-over. I found Forza 5 very boring. It's more fun when their is knowledgeable facts and history especially with running commentary will vastly improve the customer / players experience with Forzavista.

Forzavista all cars have exploding imploading doors, trunk, hood.

Paint shop. Make the plastic front splitters or rear splitters paintable.

Paint shop. When tinting windows the windows actually look tinted.

Paint shop. Making certain stainless steel mirrors paintable e.g Mini Cooper.

Rear view inside cockpit does not show you the engine behind you. Allow both rear view outside view and allow inside 360 view of the whole cockpit.

Allow replays in "Test drive" mode.

Allow cars that use KERRS, or DRS to have working KERRS or DRS like Drive club allows P1 to have working DRS.

Create a Multiplayer Drag racing event with working Tree, allow cars to prepare and burn out wheels and allow disqualification if you go before the wait or count down time.

Forza 5 only have 17 tracks. Forza 4 had 19 or more. GT6 has 37 not counting variations of single tracks. Forza 6 needs to have more tracks than Gran Turismo 6 real life tracks.

Career Mode. To be more rewarding with either higher CR. More rewarding in the way GT6 is. ANd maybe higher credits or prizes or something. Longer races like in real life based on real events. Practice sessions, Qualifying, and ability to set lap count from low to high.

All 300+ Forza 5 cars have been completely remodeled. Forza 6 to build on the list that made Forza 4 great. Their were cars in Forza 4 such as Ferrari F40 LM or Gumpert Apollo, or SSC Ultimate Aero that are missing among many many more that I miss a LOT to drive. More modern and classic supercars, hypercars to be added that aren't in the game. Allow older 1980's sports cars that I grew up in not just super cars and hypercars. For example sports cars of the early or late 80's that were successful for Ford or Vauxhall.

Cavalier GSR / cavalier 4x4 turbo

Sierra Sapphire Cosworth 4x4 Turbo

Ford Escort RS Turbo

Vauxhall Cavalier SRI 130 / Cavalier Calibra

Vauxhall Nova SR, GSE,

Vauxhall Calibra 4x4 Turbo

Peugeot 106 rally

Pegeuot 306 GTI / Rally

Peugeot 405 4x4 Mi16 Le Mans

Lotus Carlton

De Tomaso

Pagani Zonda R

Older Ford Escort RS Cosworth pre 1990's

Koenisegg Agera One one

More RUF models.
 
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Already in Forza 5, as the "free run" mode has adjustable lap amounts. It is now just a matter of T10 keeping it in FM6.

Hey man, read again! I was referring to Arcade Race *not* free run/hot lappin. :)

While playing Forza over the past two weeks since buying it I compiled a list of neat features I'd love to see in Forza 6 that Forza 5 either misses or would be made more complete. Apologies if any of my list has already been listed as I haven't read this thread through and through. Things that would in my mind make Forza 6 way cooler.

Upgrade shop. Engine swaps tell you the name of the engine or where the engine came from like they did in Forza 4.

Upgrade shop. More engines / swaps for cars.

Upgrade shop. Make mirrors replaceable / upgradeable for certain cars or all cars that heave real life modded version of wing mirrors.

Upgrade shop. Make headlights replaceable / upgradeable for certain cars or all cars that have real life modded versions of headlights.

Upgrade Shop. When upgrading some Exterior parts, make their appearance noticeable. i.e exhausts do not change from stock to upgraded part. This needs to be noticeable like tire width, tyre size, bodykit, wing, or wheels size are instantly noticeable.

Upgrade Shop allow more comprehensive part list even though its already great and far beyond GT6.

Upgrade shop. Allow all sizes of cars engine swap and conversion to be upgraded to even higher horsepower. i.e beetle or Mini only 700bhp, allow upto 1000bhp or more if it's possible in real life, allow lamborghini and GTR's, audi r8's to be upgraded to real life 1200bhp - 1800bhp - 2000bhp.

More Bodykits for cars not just modern honda or supra but for a wider range of e.g older and modern cars like an older peugeot 205 / maxi bodykits or rally etc...

Forzavista is worse than Autovista for Forza 5. In Forza 4 all the "Information Points" give you some running commentary on History and knowledgeable facts about the car. If not from the Top Gear Team from another new voice-over. I found Forza 5 very boring. It's more fun when their is knowledgeable facts and history especially with running commentary will vastly improve the customer / players experience with Forzavista.

Forzavista all cars have exploding imploading doors, trunk, hood.

Paint shop. Make the plastic front splitters or rear splitters paintable.

Paint shop. When tinting windows the windows actually look tinted.

Paint shop. Making certain stainless steel mirrors paintable e.g Mini Cooper.

Rear view inside cockpit does not show you the engine behind you. Allow both rear view outside view and allow inside 360 view of the whole cockpit.

Allow replays in "Test drive" mode.

Allow cars that use KERRS, or DRS to have working KERRS or DRS like Drive club allows P1 to have working DRS.

Create a Multiplayer Drag racing event with working Tree, allow cars to prepare and burn out wheels and allow disqualification if you go before the wait or count down time.

Forza 5 only have 17 tracks. Forza 4 had 19 or more. GT6 has 37 not counting variations of single tracks. Forza 6 needs to have more tracks than Gran Turismo 6 real life tracks.

Career Mode. To be more rewarding with either higher CR. More rewarding in the way GT6 is. ANd maybe higher credits or prizes or something. Longer races like in real life based on real events. Practice sessions, Qualifying, and ability to set lap count from low to high.

All 300+ Forza 5 cars have been completely remodeled. Forza 6 to build on the list that made Forza 4 great. Their were cars in Forza 4 such as Ferrari F40 LM or Gumpert Apollo, or SSC Ultimate Aero that are missing among many many more that I miss a LOT to drive. More modern and classic supercars, hypercars to be added that aren't in the game. Allow older 1980's sports cars that I grew up in not just super cars and hypercars. For example sports cars of the early or late 80's that were successful for Ford or Vauxhall.

Cavalier GSR / cavalier 4x4 turbo

Sierra Sapphire Cosworth 4x4 Turbo

Ford Escort RS Turbo

Vauxhall Cavalier SRI 130 / Cavalier Calibra

Vauxhall Nova SR, GSE,

Vauxhall Calibra 4x4 Turbo

Peugeot 106 rally

Pegeuot 306 GTI / Rally

Peugeot 405 4x4 Mi16 Le Mans

Lotus Carlton

De Tomaso

Pagani Zonda R

Older Ford Escort RS Cosworth pre 1990's

Koenisegg Agera One one

More RUF models.

Excellent post. ALL this should be in FM6, no excuses this time!
 
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