Forza Horizon 4: General Discussion

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The F Pace tuned up to 800 is easy mode for the trial. Still took me three attempts to find a winning session though and that’s only because all but 1 of my teammates quit during the first event. They still came dead last but it didn’t matter.

Funny that the aim of a co-op championship is to encourage teamwork but ends up doing the exact opposite and makes me resent anyone who doesn’t leave after the first event. I quit several lobbies while leading just before the line because hangers on at the back wouldn’t drop out.
 
I do not want many changes in the livery editor.
The necessary new function is about selection of material.
I used Adobe Illustrator at work, so I know what these tools are.
And I do not need an svg editor. Depending on the logo or illustration you create, the current tool is much more suitable.
And there are two kinds of vector style drawing software.
Free Inkscape. And Adobe Illustrator.
And these two software are very different. Naturally, Illustrator is much better.
For the livery editor, an environment where hundreds of dollars of software is required separately from the game will not be appropriate.
 
Honestly? Yeah. I would actually prefer a system similar to The Crew where you have a set of base cars that can then be extensively modified for whatever discipline.
If they did that, it would honestly annoy me; I hate that about the original Crew. I had to buy a regular BMW M4 before being able to drive the DTM car or buy a Saleen S7 to get the S7R.
 
The Crews system for modifcation is laughable compared to Forza, no engine swaps, no drivetrain swaps, no turbo or super charger conversions, alot of cars have more body options as well.
 
The Crews system for modifcation is laughable compared to Forza, no engine swaps, no drivetrain swaps, no turbo or super charger conversions, alot of cars have more body options as well.

"BlackPanthaaa" (when I watched his videos) would always gush about the number of options for body kit bits you could put on the cars in The Crew 2.

I think it speaks to a delineation in "car people" - the people who like the actual cars, tuning the actual cars, etc.; and the people who primarily like bolting new carbon fibre bits onto the cars, and making them look different.

I'd love more body modification options in the Forza games, but everything comes at a cost, labour-wise. The reason the Forza games have as many cars as they do, is because they don't waste the time of their artists and modelers coming up with a thousand body mod options for every car. The reason The Crew 2 had like 170 cars at launch (no idea what they added since), is because they did.

Obviously the breakdown isn't quite that binary and zero-sum, but the point is time spent on one thing, is time that isn't spent on another. The Crew 2 also wasted dev time adding planes and boats - vehicles they subsequently had no time to add compelling race events for.

The Crew's cars have lots of purely cosmetic modifications, but as you say - the nitty gritty tuning and mechanical upgrades are laughable compared to Forza Horizon.
 
alot of cars have more body options as well.

Yeah, no.

I'd love more body modification options in the Forza games, but everything comes at a cost, labour-wise. The reason the Forza games have as many cars as they do, is because they don't waste the time of their artists and modelers coming up with a thousand body mod options for every car. The reason The Crew 2 had like 170 cars at launch (no idea what they added since), is because they did.

Eh, other games without a lot of content that are apparently a waste of time for artists (the RNG hats and shorts aren't going to make themselves afterall), like PCars 2 or GT Sport, also launched with only 100ish cars.

Forza is very much the outlier in the current console gen.
 
The Crew's cars have lots of purely cosmetic modifications, but as you say - the nitty gritty tuning and mechanical upgrades are laughable compared to Forza Horizon.
I sometimes think all those tuning options are wasted on the vast majority of FM players. Everyone automatically goes for the highest PI possible, Race brakes, race exhaust, race everything. Almost no one appreciates the value of a good mild street or sport tune.
 
Eh, other games without a lot of content that are apparently a waste of time for artists (the RNG hats and shorts aren't going to make themselves afterall), like PCars 2 or GT Sport, also launched with only 100ish cars.

Forza is very much the outlier in the current console gen.

It is worth noting that a TON of those cosmetic options are just simple colour or image swaps (such as the thousand t-shirts that just have images of the various car categories on them), the jackets which are essentially 4-5 actual models with a dozen palette swaps each, the mittens with half a dozen pattern options, etc.

I'd also hazard a guess that they weren't even made by the same artists who work on the cars (which I suspect is more Turn 10's domain?), and were more likely artists repurposed from other areas of the game within PG, who otherwise might be twiddling their thumbs at a certain point of development (or moving onto developing the expansions).

GT Sport seems to have so few cars, because Yamauchi will obsess for 18 months on making sure the sunlight filters through the taillights JUST right, instead of putting raw "stuff" into the game.
 
I sometimes think all those tuning options are wasted on the vast majority of FM players. Everyone automatically goes for the highest PI possible, Race brakes, race exhaust, race everything. Almost no one appreciates the value of a good mild street or sport tune.

I don't tend to tune my cars myself, but I will definitely look for tunes from other people for virtually every car I drive now. I've got a collection of "favourite" tuners I follow, like Grandma Driving and Super GT, who tend to make solid tunes.

I'm not enough of a "car guy" on the mechanical side, to be of any use as a good tuner, outside of just sticking better parts on a car, which any fool can do. For several Forza games, that used to be what I'd do - just put all of the best parts on a car to max it out to a certain PI number, and call it a day.
 
I do not want many changes in the livery editor.
The necessary new function is about selection of material.
I used Adobe Illustrator at work, so I know what these tools are.
And I do not need an svg editor. Depending on the logo or illustration you create, the current tool is much more suitable.
And there are two kinds of vector style drawing software.
Free Inkscape. And Adobe Illustrator.
And these two software are very different. Naturally, Illustrator is much better.
For the livery editor, an environment where hundreds of dollars of software is required separately from the game will not be appropriate.
All I really want is the ability to distribute "unlocked" versions of designs and vinyl groups.

That'll open up collaboration and increase quality across the board.

The current editor is strong in some places and tedious in others, but for the average player it's more than sufficient.
 
All I really want is the ability to distribute "unlocked" versions of designs and vinyl groups.

That'll open up collaboration and increase quality across the board.

The current editor is strong in some places and tedious in others, but for the average player it's more than sufficient.
I would also like the ability to unlock and share created decals. If GT can do that, then Forza should too.
 
I would also like the ability to unlock and share created decals. If GT can do that, then Forza should too.
I sense the hesitation surrounding the implementation of that in Forza is twofold:

  1. User-generated content has a direct influence on the game's economy, as players earn CR as their content gets consumed.

  2. Moderation regarding content that breaks terms of service could get more complicated once items can be freely distributed between players.

The Xbox 360 games were the wild west of content generation and while that's great for the people that wanted to create legitimate works it also opened up a lot of issues that I'm sure Turn 10 and Microsoft are glad to see the back of.
 
I disagree and think most of the default Checkpoints are already too big.
The Slippery walls on the outside of corners and the inside checkpoint flag sometimes being 6-9 feet beyond the edge of the road leaves the game far too open to dirty racing tactics (wall-riding and corner cutting).

Ah that is a point there. I only found tighter checkpoints a frustration if there's a space that should have been 100% valid to cut from the inside like sidewalks. At least they could make some cross country checkpoints fairer.
 
I sure hope the Hot Wheels cars and the Levante/280SL are seasonal/Forzathon prizes and not part of the actual car pass...
 
@-Fred- I believe they said during the stream that the Hot Wheels cars and the Levante are indeed rewards. They didn't say it, but the 280SL had a price (unlike the Car Pass cars which said "Free"), so I believe it to be a reward as well.
 
I sure hope the Hot Wheels cars and the Levante/280SL are seasonal/Forzathon prizes and not part of the actual car pass...

They said the Hot Wheels and Maserati are, but weren't clear on the Merc. I'd guess it or the NSX-R are the reward cars — probably the SL, since it's already shown up this gen.
 
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Mysterious FX4 that appears in the mission of Isha's Taxis.
Probably this car will be "Austin FX4 HS", will the same offroad version as FX4 be added like FX4 FE?

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Free DLC:Mitsubishi!
 
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