Forza Horizon 4: General Discussion

  • Thread starter PJTierney
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Next seasonal championships:

Summer

Clio FE
M6 FE
Ho-Ho!
Coop - Santa outfit
Autumn
Elf outfit+Elf hat
Happy Holidays!
Reindeer nose + Reindeer antlers
Coop - Mosler MT900S
Winter
Hornet
DS3
AT38
Coop - Happy new year!
Spring
Coop - Trial Tee
Sky hat
Hoonigan RS200
Super wheelspin


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FYI - Apparently Playground mentioned in a recent stream that they are hoping to have the overhaul of online multiplayer ready in January. So presumably as part of the monthly update?

I'll be interested to see if they detail what changes are coming in their stream for this month's update.
 
I love this game, but for FFS do some things annoy me.

Why do off-road trucks and rally cars have such soft suspensions? They can hardly hit the ground from a four foot high jump without toppling over. Then there's online connectivity. I don't know if it's me, but this is the only online game that chooses to start offline (at least for me) first and wastes time connecting after the fact, or I have to manually connect.

Of course, there's also the cobblestone walls. I hate that it slows your car so drastically.
 
Really wish there were a few more PI classes up top with smaller PI bands in Horizon.

There's just way too many cars that start off in high S1/low S2 that can't make it anywhere close to the top of S2 even with engine swaps and AWD.
And I hope they will add or regain engine swap to some cars.
For example, Lamborghini Miura lost engine swap in FH4. Therefore, this car is the limit that A class can use.
And some supercars not have engine swap option. But in S1, these cars have less room for upgrades, and don't reach the upper limit of S2.
 
I love this game, but for FFS do some things annoy me.

Why do off-road trucks and rally cars have such soft suspensions? They can hardly hit the ground from a four foot high jump without toppling over. Then there's online connectivity. I don't know if it's me, but this is the only online game that chooses to start offline (at least for me) first and wastes time connecting after the fact, or I have to manually connect.

Of course, there's also the cobblestone walls. I hate that it slows your car so drastically.

Funny, I only really have that problem in vehicles where the suspension is too HARD - toppling over, or otherwise completely losing control after hitting the ground, because the car doesn't absorb the impact well.

The dry stone walls I don't find slow you down that much, unless you accidentally run through a length of wall (as opposed to perpendicular to it).
 
After extensive time on FH4 my only issue with the game has been the awful drivatars. Super irritating especially on cross country events (as they were in FH3)

In less negative news, Fortune island has been a great DLC managed to complete most of the events and stunts.
 
Funny, I only really have that problem in vehicles where the suspension is too HARD - toppling over, or otherwise completely losing control after hitting the ground, because the car doesn't absorb the impact well.

Interesting. I have little to no problems with cars that have harder suspensions, in fact that's what I tend to turn toward when the off-roaders are being more fussy than I care for. I started off annoyed at this, but now I'm genuinely interested and want to test some stuff out. :lol:

The dry stone walls I don't find slow you down that much, unless you accidentally run through a length of wall (as opposed to perpendicular to it).

That may have been the culprit. I was rushing to a Forzathon and a wall screwed me over royally (hah) and I was right there.
 
That may have been the culprit. I was rushing to a Forzathon and a wall screwed me over royally (hah) and I was right there.

Yeah, if you drive directly through a wall the effect on your speed is pretty marginal. However, if you drive ALONG a length of wall, the effect on your speed stacks very rapidly, like you're driving through tar.
 
Until you get those cross country races where the game wants you to plow through wall after wall after wall while the drivatars in front phase right through them.
This is part of my problem with those.
 
Since when is the RS7 Sportback a legendary car? Got it in a wheelspin, it’s v8 sounds amazing did they fix that in the patch or update?
 
@Terronium-12 I don’t have they problem either you need to make sure you’ve got enough suspension travel to soak up the bump and not just bounce or hit the bump stops if your ride height is too low.
 


Didn’t quite stick the landing.


Last I checked I currently hold the GTP club record on that jump at 384m, which took a huge amount of rewinding and slight adjustments of my line to get. Current WR is over 600m which is just crazy.

For anyone looking to jump further you need to approach from the right and go diagonally across the jump, aiming for the left of the lighthouse and the rock formation. You can land in the sea on that side.
 
I've been spending some time over at the GT Sport sub-forum (mostly just lurking) the past month, and am I wrong, or does it seem like there's several diehard GT fans over there who are extremely... sensitive... about the idea that the Forza series (either series) is better than those games at just about anything?

Seems to vary from outright dismissiveness of Forza tinged with slight desperation, to neverending arguments over how the things Forza does well "don't really matter", to backhanded compliments that grant Forza a few token nods before concluding that GT is obviously the better actual game.

I don't really have a voting interest, as I have played and enjoyed both series' over the years and think the both have their strengths and weaknesses. It has just really struck me reading some of the threads there.

As someone who owns an Xbox One and PS4 I have played both Forza and GT series games.

IMO, neither franchise is perfect, both have their plus and minus points. Infact if I could create the perfect driving game it would be:

GT Sport graphics and physics,
Forza 7 car list,
Project Cars 2 track list,
Wreckfest damage model,

Not going to happen but I can dream :gtpflag:
 
I was thinking, because of the switchback road in FI. It'd be cool if the next expansion was an Initial D co-branded one, that came with a bunch of the cars from the series, and maybe even a Eurobeat radio station (surely that stuff can't be too expensive to license).

They've done a Hot Wheels collaboration, so it's not like it's a crazy idea. And people would go NUTS for that announcement. You could even introduce some horns that are iconic sounds and lines from the show!

Also, I kinda hope if they create another expansion area, that it connects directly to Fortune Island somehow (just a bridge or something even). FI isn't a huge landmass so there wouldn't be storage or asset streaming issues, and it lets people have a larger interconnected area to hoon around in without unnecessary loading screens. This is unlikely I know, but I can hope...
 
As someone who owns an Xbox One and PS4 I have played both Forza and GT series games.

IMO, neither franchise is perfect, both have their plus and minus points. Infact if I could create the perfect driving game it would be:

GT Sport graphics and physics,
Forza 7 car list,
Project Cars 2 track list,
Wreckfest damage model,

Not going to happen but I can dream :gtpflag:

Graphically I think I'd prefer GT Sport's lighting model (at least compared to Forza Motorsport 7), because it's more natural and beautiful looking (especially GTS's HDR). And maybe the UI too. Outside of that, I think I prefer Forza's visuals as an overall package - at least on my Xbox One X. Digital Foundry did a good comparison of GT Sport and FM7, and what each series does well visually (or doesn't, in some cases).
 
Really wish there were a few more PI classes up top with smaller PI bands in Horizon.

There's just way too many cars that start off in high S1/low S2 that can't make it anywhere close to the top of S2 even with engine swaps and AWD.

I totally agree. Ideally (in my opinion) For FH5 I'd like to see one more class added between S2 and X, and bring E and F classes back on the lower end of the scale. With S2 class in the new Classes would be equivalent to 950PI in FH4 and the new Class, (I'm going to call R Class) would be 1000PI and anything higher would be X. (also yes, I'd like an overhaul to the PI system so the top rating is an even 1000 with 1001+ scores for X-Class)
Also adding more classes to the low help would help with some cars. The Peels for example can't be cleanly upgraded to D-500. but with 3 new PI classes it could possibly work at F-200.
 
Has anyone noticed on this weeks cars start up page it shows the Corvette ZR1 and the Ferrari GTC4 I thought we were getting the Camaro 1LE this week?
The pictures are just a random assortment of that season's cars as far as I know. I think last month showed the FXX with the 1974 Civic despite them being from separate weeks.
 
The pictures are just a random assortment of that season's cars as far as I know. I think last month showed the FXX with the 1974 Civic despite them being from separate weeks.
I thought the pictures lined up with what was coming next, but then again I haven't paid too close attention to this in the past. It seems strange to tease these out of order. I mean, there's 2 spots on the screen and 2 cars released each week. It almost makes too much sense... :boggled:
 
I thought the pictures lined up with what was coming next, but then again I haven't paid too close attention to this in the past. It seems strange to tease these out of order. I mean, there's 2 spots on the screen and 2 cars released each week. It almost makes too much sense... :boggled:
Wait a minute, I might be confusing us here. What I mean is the background image which is the same for each week until the next month. I think what you're referring to is the two icons of "this week" on the side, right?
 
The "new" (it's all been the same stunts since like the 3rd one) Gymkhana video came out an hour ago and it already has 100k views. There's a Forza logo appearing about every 10 seconds, so they've definitely milked that partnership alright. :lol:
 
Really wish there were a few more PI classes up top with smaller PI bands in Horizon.

There's just way too many cars that start off in high S1/low S2 that can't make it anywhere close to the top of S2 even with engine swaps and AWD.

Why not adopt Forza Motorsport 4's PI system, but with some changes?

F: 100 - 200
E: 201 - 275
D: 276 - 325
C: 326 - 400
B: 401 - 500
A: 501 - 600
S: 601 - 700
S3: 701 - 800
S2: 801 - 850
S1: 851 - 900
R3: 901 - 950
R2: 950 - 975
R1: 975 - 999
X2: 1000 - 1025
X1: 1021 - 1050

Sure, there's 15 classes to keep track of, but I believe it would allow for more variety of builds and fairer balancing at the extreme ends of the performance spectrum. Even X999 cars vary wildly in performance despite having the "same" PI.

Think of it as a bell curve, with the middle B, A, and S classes having the highest PI ranges.
 

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