Forza Horizon 4: General Pre-Release News & Discussion

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Team adventure screen. Down for some ranked adventure
 
So it turns out Car Mastery is a skill tree for each individual car - perks such as taking two collisions to break a skill chain, extra influence when winning a race, etc.

To be honest I was a bit disappointed with it. I was hoping for some real car progression depending on the distance or time raced with a car. For example at first after buying/winning a car stock you cannot upgrade or tune it (car level 1), after driving 30 minutes or something, you reach level 2 and upgrading towards the max of its starter class and tuning would be allowed. Level 3 would be starter class + 2, so for example if a car is stock class C then you would need level 2 to be able to upgrade it to class B, level 3 to get to class A, level 4 to get to class S1 etc. Body kits (widebody, rally, drag, ...) would only unlock at a certain car level as well and not just be available right away. So there would be a little bit of esteem for seeing players with widebody kits since you would know they have driven that car quite a bit (or bought it in its state from the auction house). It would for sure not be too grindy, but it would add some extra fluff to cars and a bit more a feeling of "pride and accomplishment" to use EA's famous quote. :)

The system we have now is not really car progression, it's more unlocking additional "fluff" perks that have no impact to your car performance whatsoever. I might have missed a skill from the stream but from the ones I could see none of the perks actually improve your car performance, they all add something extra on the side like more cash/xp earned from stunts, a wheelspin etc. I think in the end it will just make some FE cars into the ultimate "farming cars" with all the bonuses combined but nothing more. I hope I'm wrong though but it felt a bit like getting perks to get other perks faster so that you can get more perks. If the main result of the car perks is just to get more perks it kinda missed the ball IMO. But we will see how it will turn out to be.

I gave up on redeeming the codes they were handing out on the Mixer stream. I entered about two dozen of them and every one was already claimed. I was focusing so much on the codes I was missing the actual stream.

The codes handout was a disaster for so many reasons:
* tons of chatter spam about codes in chat so you couldn't follow chat about what was actually showed in the stream.
* all codes were single use, so apart from the few lucky ones, it has been a disappointment for most people trying out code after code with no luck.
* due to the codes people were missing what was in the stream and need to rewatch it.

It would have been FAR better if they did it similar to this questing in the Forza RC stream channel. If you watch the stream for 30 minutes or so, you would get the FH4 driver gear. It would have been far more professional and more people would have been satisfied at the end.
 
My favorite thing announced from this stream is the Car Mastery. It gives you an incentive to drive every car in the game and rewards you for it. It’s like the 1000 Club from Horizon 1, but better.
 
My favorite thing announced from this stream is the Car Mastery. It gives you an incentive to drive every car in the game and rewards you for it. It’s like the 1000 Club from Horizon 1, but better.

I'm not sure to be honest.
* 1000 Club had 5 challenges per car. You could only do them with the car itself. But other than the achievement epeen effect there was not really a reward for doing them.
* FH4 Car Mastery allows you to max out a car without even driving it. Make 1 uber FE "skill point farming car" and use that one to level up all the other cars in the game.

The 1000 Club challenges were really fun to do to be honest but there was no reward or bonus for doing so. Car Mastery is the exact opposite, you don't have to do anything with the car itself but once you max it you get some fluff bonus (xp, credits, skills, wheelspin).
 
A point to note about car mastery; If each car has around 35 skill points needed to master it (a reasonably safe assumption if each car has the second life perk, which costs 25) and there's 480+ cars in the game, (accounting for Forza Editions which all have skill trees), you'll need roughly 16,800 skill points to master every car. Thats definitely a conservative estimate too.

Assuming DLC cars will have this feature too will take it to probably well over 20,000 not too far after launch.
 
* FH4 Car Mastery allows you to max out a car without even driving it. Make 1 uber FE "skill point farming car" and use that one to level up all the other cars in the game.

Doesn't Car Mastery work in a way that Perks can only be acquired by Skill Points from the car they are being applied to, thus removing the ability to transfer points between cars?

EDIT: After catching up, it seems it doesn't work that way. That's a missed opportunity to add another RPG element to the game.
 
I'm not sure to be honest.
* 1000 Club had 5 challenges per car. You could only do them with the car itself. But other than the achievement epeen effect there was not really a reward for doing them.
* FH4 Car Mastery allows you to max out a car without even driving it. Make 1 uber FE "skill point farming car" and use that one to level up all the other cars in the game.

The 1000 Club challenges were really fun to do to be honest but there was no reward or bonus for doing so. Car Mastery is the exact opposite, you don't have to do anything with the car itself but once you max it you get some fluff bonus (xp, credits, skills, wheelspin).

Yeah, now that I went over it again, Car Mastery doesn’t work the way I originally thought. At first, I thought a specific car you drove only got the skill points to spend on. That means you would have to drive as many different cars as possible if you wanted a lot of cars with perks, which is why I compared it to 1000 Club.

Make 1 uber FE "skill point farming car" and use that one to level up all the other cars in the game.

I personally won’t be doing it this way though. That sounds too much like grinding.
 
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I personally won’t be doing it this way though. That sounds too much like grinding.

Well I guess being a programmer and engineer myself has its disadvantages. :) When I see something like the car mastery revealed today (with some mathematics and a technical structure behind it) I can’t help it but I instantly think about what would be the most efficient way to approach the situation. FE cars already have bonuses for skills, XP and credits. The most efficient thing to do would be to choose multiple FE cars as your chosen farming cars (one for the road, one for off-road, maybe a few more for other car divisions etc) and max them out with perk points. These cars would be the most efficient ones when you think about “levelling up” cars.

FE car + maxed out perks + skill song + going berzerk mode on the usual combo of drift & destruction & air skills will probably be very efficient again in farming skill points really quickly while also getting some XP bonus on the side.
That is probably also what I am going to do early on once the game is out. Save all skill points and put them in an FE car of my choice. And when that car is maxed out, start working on the next FE car etc.

I will still drive normal cars as well of course bit it’s good to know that I have the maxed out FE farming cars available if needed.
 
lol okay, the Forzathon screen just confirmed all the old grand prix cars are in the game.

So, we're basically unlikely to see any of the cars conspicuously missing from the leaked list.

Add to that that there won't be any cars exclusive to Forzathon, we're not likely to see free cars (from previous games) added to the game either.
 
Add to that that there won't be any cars exclusive to Forzathon, we're not likely to see free cars (from previous games) added to the game either.

While cars won't be exclusively tied to time-limited Forzathon events, there will still be cars only available through the Forzathon Shop, which is where you will spend the new, unified reward for completing Forzathon events, Forzathon Points.

In other words, what we are apparently going to get is a mix-mash of the Specialty Dealer, Forzathon rewards, and GT's Mileage Exchange. Big, if implemented correctly, as it would allow them to distribute FE cars cleverly, sneakily add back highly-sought-after cars from past Forzas, or bring in new cars altogether without upsetting the community too much (as the price of a "rare" car seems to be very low - although it is unclear if said "rare cars" are also available through the standard in-game dealer).

Regardless, I can't wait to see how well will a Typ D AU handle on ice, lol.
 
That "rare" car was just referring to the colour coded rarity, like FM7. I can't believe that they'd lock all "rare" and "legendary" cars to wheelspins and Forzathons.

Speaking of FE cars, I'm not a big fan of all the hypercar Forza Editions like the Zonda R and the MC12 that are so limited on visual and performance customization that the only real difference from their base cars would be a random skill bonus (somewhat pointless now with Car Mastery) and maybe some white tyre lettering.
 
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Speaking of FE cars, I'm not a big fan of all the hypercar Forza Editions like the Zonda R and the MC12 that are so limited on visual and performance customization that the only real difference from their base cars would be a random skill bonus (somewhat pointless now with Car Mastery) and maybe some white tyre lettering.

Well, who knows? There is always the off chance they may feature lifted suspensions and chunky offroad tires like the Capri FE (not). :lol:
 
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This game looks incredible in every single tod and weather. They nailed the lighting and weather effects. All the lights are dynamic and cast shadows.

It´s a shame that the tree shadows are still not real time. That looks really bad. At least on pc i want to have everythings thats possible. And for how long do other games have this ? Same for the dynamic car light shadows. Invented in other games 10 years ago :D

 
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\It´s a shame that the tree shadows are still not real time. That looks really bad. At least on pc i want to have everythings thats possible. And jhow long do other games have this ? Same for the dynamic car light shadows. Invented in other games 10 years ago :D

Yeah, had a laugh when entire swarths of tree shadows kept flickering in and out when they parked the Ford Capri FE.
 
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It´s a shame that the tree shadows are still not real time. That looks really bad. At least on pc i want to have everythings thats possible. And jhow long do other games have this ? Same for the dynamic car light shadows. Invented in other games 10 years ago :D
Don't forget that this game is open world with insane level of detail, destruction, tod, weather, 500k poly car models and incredible lighting with gi. those things aint cheap, they had to make sacrifises. But now they added all of these things, The only game that has full dynamic lighting and shadows in a game with the same scale is GTA 5 and that game is just a remaster of last gen game. Its much simpler to enable effects like that on games with lower graphical fidelity. Also its rare in racing games to have every light casting shadow on everything, thats why i post it :).
 
While cars won't be exclusively tied to time-limited Forzathon events, there will still be cars only available through the Forzathon Shop

The full quote from the July 24th stream:

Q: Will there be an exclusive items in the Forzathon Shop that you're not going to be able to get in the game elsewhere?
A: "I don't think so, no. We don't want to gate any content in the game behind a specific feature. We haven't gated any behind this feature. So it will all be stuff that you can get in different ways throughout the game. But like Ben says it's the perfect shop front to come to and get that thing you really want that just hasn't been landing for you in the Wheelspin."

 
Don't forget that this game is open world with insane level of detail, destruction, tod, weather, 500k poly car models and incredible lighting with gi. those things aint cheap, they had to make sacrifises. But now they added all of these things, The only game that has full dynamic lighting and shadows in a game with the same scale is GTA 5 and that game is just a remaster of last gen game. Its much simpler to enable effects like that on games with lower graphical fidelity. Also its rare in racing games to have every light casting shadow on everything, thats why i post it :).

I don´t really care how much performance it costs. It should be possible to have on pc. I don´t like to have console limitations on pc. -.-
 
It´s a shame that the tree shadows are still not real time. That looks really bad.
Yes I agree on the shadows not real time. They seem to update every 5 seconds or so. In yesterday’s stream you clearly see the shadows updating kinda weird on the part where they just took that Volkswagen Beetle out to drive it, but the car is idle for a while because they are talking at that point.

Seems to me shadows update even slower and more bizarre than in FH3.

I don´t really care how much performance it costs. It should be possible to have on pc. I don´t like to have console limitations on pc. -.-

That’s just the way it is, previous and current gen consoles are absolutely holding back PC game development. PC is of course still the most powerful platform but you can be sure games are always designed with console capability limits in mind. Once the next gem consoles are out, you will probably see an increase in “PC gaming quality” as well.
 
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I don´t really care how much performance it costs. It should be possible to have on pc. I don´t like to have console limitations on pc. -.-
Fh3 was already unstable at launch, it took them 1 year to fix it. If they implented these dynamic shadows and such the game would stutter even more and people would be upset. But i agree with you, atleast on pc these things should be available. They need to optimise there game at launch and implement these graphical options.
 
It's really true that PC gaming optimization goes as the consoles go. It's rare to find a developer who will give significantly more options in the PC version of a game, graphically speaking. As Breyzipp says, consoles hold back PC graphics development - always has and always will.

That being said, this game is looking really great. I've never owned a Forza game but that may change with this one.
 
One thing that's frustrated me when trying to find a new livery for a car is that we can't really look at it. Just one smallish image from one angle and that's it. In the first Horizon, you could basically walk all around the car, see the livery from every angle, then make your decision. I would really like to go back to that. Nothing worse than downloading a livery only to find they've hidden a Pepe the Frog or some other racist 🤬 on the far side of the car.
 
One thing that's frustrated me when trying to find a new livery for a car is that we can't really look at it. Just one smallish image from one angle and that's it. In the first Horizon, you could basically walk all around the car, see the livery from every angle, then make your decision. I would really like to go back to that. Nothing worse than downloading a livery only to find they've hidden a Pepe the Frog or some other racist 🤬 on the far side of the car.
Reminds me of the time I downloaded a livery that looked good, but didn’t have its layer groups copied to the other side.
 
Fh3 was already unstable at launch, it took them 1 year to fix it. If they implented these dynamic shadows and such the game would stutter even more and people would be upset. But i agree with you, atleast on pc these things should be available. They need to optimise there game at launch and implement these graphical options.

It could just be an "Ultra" option.

Similarly, I hope to see better ambient occlusion on environmental objects. The benches and trees and such in FH3 look very "floaty."
 
When the intersection between an object and the ground is in direct light, the lack of AO makes it look a bit unnatural. Take the bottom of this house for instance:
View attachment 754113

The areas untouched by shadow don't look like they're very well "placed".
Good example and I absolutely agree. I think the Forzatech engine also has some issues with direct daylight. In FM7 for example when it's rainy or dark weather the in-game lighting can look stunning. However in full daylight the game world often looks very "fake" and its as if the cars float over the road, something is off with the lighting on the car and the lighting on the track, it's as if they are 2 different environments.

When I go back to FH3 now, while it's a stunning game, in full daylight graphics are just a bit so-so as well IMO. And quite oddly, when I played the game a lot almost 2 years ago this never struck me. I think playing games like Assassin's Creed Origins, Far Cry 5, The Crew 2 (the latter only for the lighting and far distance views, since up close in daylight objects can look really dull too) and Gran Turismo Sport have really raised the bar in graphical expectations. 3 of those are Ubisoft games as well and they have absolutely nailed the shadow & lighting engine in their games.

Far Cry 5 is probably the most pretty game I have on my Xbox 1 X now and Ubisoft uses a ton of photogrammetry too. If Playground would have done that with the screenshot you provided, those textures would not look so monotome and the house would look far less floaty as well I think.

In the first FH4 stream Ben also mentioned they used photogrammetry in FH4 now (when talking about the trees :P) but I think they already used it in FH3 as well to some extent. So it will just depend how much they will use it. In Far Cry 5 when you walk in a forest all the trees and ground structures are done with photogrammetry I believe.
 
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