Forza Motorsport 7: General Discussion

  • Thread starter PJTierney
  • 6,759 comments
  • 547,207 views
I'm looking at it from this side of the coin as well. In previous Forzas you'd have to basically shove in every racing part to make most cars competitive, and that resulted in all the personality being stripped out and replaced by the generic race handling model. And even then you still always got one or two rocket cars that could still just fly away from everyone else because their power-to-weight ratio was all out of whack from being overtuned. That seems to be a lot less prevalent now, and it's made singleplayer feel actually... well, interesting.

Plus having to work within the division restrictions is proving to be an interesting challenge in itself, as the standard homologation setup always has room for improvement and it takes some experimenting to find the right combination of parts to make the most of the limit that's set. Not having to back out to the main menu to fiddle around with this takes a lot of the pain out of it too, so it's not nearly as annoying as it could be.
I'm really enjoying this feature as well, but how does it work with online play?
 
Mark my words, three months from now we'll have topics complaining about how FM7's economy is "broken" and how the game offers no progression and handles you everything without requiring any effort. I'd sit there drinking a tall glass of "I told you so", but alas the average Forza player has the memory and attention span of a goldfish on LSD.

I've maybe seen one or two people complaining about progression in the sense that it's slow. No matter how quickly or slowly you can get credits, there'll always be a handful of people complaining about it - I've seen people argue that Horizon 3 gives credits too slowly when you can very easily make several hundred thousand credits without too much effort at all.

The main issue with progression is that at the end of the day it's a game designed around car collection, but locks off a sizeable number of cars behind random chance either through loot boxes or level up rewards. The changes to VIP don't really fix this because they only increase the rate at which you can get loot boxes, and Standard edition players are getting nothing at all. It's not about the economy, it's about what we can use the economy for.
 
So Forza 7 will not play in VR on PC with the new
Samsung’s Odyssey VR headset for Windows 10

img_20171003_123552.jpg
 


This was a good video, offered a fresh perspective on the game's economy. I didn't realise that we were already getting more CR per race, although I did spot that car prices were cheaper.

I think the tricky part is that you are now expected to have a large collection of cars, whereas in previous titles you could almost get away with 1-2 per Class. Having to buy 300+ cars instead of 50 makes the economy feel more restrictive whereas if you look at it from a "I want to buy that car" perspective it's much more reasonable.
 
This was a good video, offered a fresh perspective on the game's economy. I didn't realise that we were already getting more CR per race, although I did spot that car prices were cheaper.
The common misconception is that with the abscence of bonuses from the assists, people think that we're actually getting less. With the drivatar bonus I'm netting 40% more credits than compared to FM6. Now with the recent VIP being rectified I'm sitting on a hefty 200% bonus, and that's even before I use any mod cards.
 
The common misconception is that with the abscence of bonuses from the assists, people think that we're actually getting less. With the drivatar bonus I'm netting 40% more credits than compared to FM6. Now with the recent VIP being rectified I'm sitting on a hefty 200% bonus, and that's even before I use any mod cards.

Just to proved you that most of the people that complain never really played the game or they are really poor at math.
 
So glad they amended the limited VIP bonus uses.

Did they? I had already used up mine so .....
I did see what sounded like they would be coding the 2x credits into the game rather than using a mod.
Is that what you mean or were you talking about the vip mod cards now being able to be used more than 5 times?
 
Happy that they sorted the VIP stuff out, I also thought it wasn't good enough this time around but they addressed it less than a week later and that should be applauded. 👍

I notice that some people on here have been getting more than the three cars, looking forward to seeing if I get anything else.
 
Did they? I had already used up mine so .....
I did see what sounded like they would be coding the 2x credits into the game rather than using a mod.
Is that what you mean or were you talking about the vip mod cards now being able to be used more than 5 times?
VIPs mods are still consumable, but we get a VIP perk of 2x credits now. Should be in game already.
 
VIPs mods are still consumable, but we get a VIP perk of 2x credits now. Should be in game already.

I do not think it is added yet. The thing I read said they would do it asap but there has been no update yet that I am aware of and the last I noticed races were still paying the same as before. I did get the 1mil and the free cars though
 
I do not think it is added yet. The thing I read said they would do it asap but there has been no update yet that I am aware of and the last I noticed races were still paying the same as before. I did get the 1mil and the free cars though
Ah ok, my mistake. Maybe there will be a patch soon to get that implemented.
 
Anyone know how the game determines a good pass and/or a perfect pass.
I have a few mods that pay when you make 6 good passes and one for 6 perfect passes but can't quite determine how the game wants me to pass to register these. IMO a perfect pass is one where no paint is traded and you do not disrupt the other cars racing line, or possibly when you manage to dive in a take the inside line in the corner cleanly taking the position. A good pass IMO would be any that swaps no paint or very very little paint.

Also would be good to know if you can register a second pass on the same car as in if you mange to lap them on a longer race or if somehow you loose the position and then take it back again?

I think it was Forza 4 where these first came about or maybe it was 3?
Anyway on there if you had collisions off you could drive through the center of the AI car and get perfect pass every time ;) It did not award a perfect pass though if the car was ever behind you so if you started up front, no matter if the AI blew by you off the start or if you lapped them 20 times no passes would be registered at all.

So I would like to know how the game is handling it now and see if these mods are worth keeping or if they should just be sold.
Thus far I have no problem getting the ones that require 2 or 3 good passes during a race but seems hard to get more than that. I had one that requires 6 on the last 3 races all 10-13 laps and most I managed was 4 in one race 3 in the others.
 
Anyone know how the game determines a good pass and/or a perfect pass.
I have a few mods that pay when you make 6 good passes and one for 6 perfect passes but can't quite determine how the game wants me to pass to register these. IMO a perfect pass is one where no paint is traded and you do not disrupt the other cars racing line, or possibly when you manage to dive in a take the inside line in the corner cleanly taking the position. A good pass IMO would be any that swaps no paint or very very little paint.
I think distance from the other player comes into play as well. Closer proximity with the other perimeters in mind should result in a perfect pass. Just a guess as I've never really tried to measure it.

Also would be good to know if you can register a second pass on the same car as in if you mange to lap them on a longer race or if somehow you loose the position and then take it back again?
I'm pretty sure it's just passing anyone in general, regardless of placing or lap.
 
Anyone know how the game determines a good pass and/or a perfect pass.
I have a few mods that pay when you make 6 good passes and one for 6 perfect passes but can't quite determine how the game wants me to pass to register these. IMO a perfect pass is one where no paint is traded and you do not disrupt the other cars racing line, or possibly when you manage to dive in a take the inside line in the corner cleanly taking the position. A good pass IMO would be any that swaps no paint or very very little paint.

Also would be good to know if you can register a second pass on the same car as in if you mange to lap them on a longer race or if somehow you loose the position and then take it back again?

I think it was Forza 4 where these first came about or maybe it was 3?
Anyway on there if you had collisions off you could drive through the center of the AI car and get perfect pass every time ;) It did not award a perfect pass though if the car was ever behind you so if you started up front, no matter if the AI blew by you off the start or if you lapped them 20 times no passes would be registered at all.

So I would like to know how the game is handling it now and see if these mods are worth keeping or if they should just be sold.
Thus far I have no problem getting the ones that require 2 or 3 good passes during a race but seems hard to get more than that. I had one that requires 6 on the last 3 races all 10-13 laps and most I managed was 4 in one race 3 in the others.
If I remember correctly from the first stream they said a perfect pass requires you to be right next to the car and to be going 22mph faster or greater than them. Don't hold me to that though.:lol: I'm not sure about the good passes.
 
I absolutely don't understand people that bag on how bad Forza 7 is, and how much better Pcars2 is. Yet two or three posts later, turn around and say how they bought Forza 7, and talk like it's not that bad? There's several of you all running around like that. Y'all are some bipolar people. :)
Because the internet. Nuff said.
 
Look what I found. Use it people!

8ZuFLmw.png


@SlipZtrEm Maybe you could dig up some info and make an article out of this? Seems like a good inclusion.
Good feature. Possible ways to screw over some people who do race clean and fairly. Hope it CAN clean out those dirty drivers/cheaters though. Fingers crossed.
 
<...>had a bizarre tendency to drive nothing like a high downforce car but instead like a street car with very grippy tyres

Heh. The event in the demo doesn't exactly offer many chances to test out the car's behavior at high speeds. I can ensure you, in the full game downforce can, and will be felt.

<...>locks off a sizeable number of cars behind random chance either through loot boxes or level up rewards.

It's not a "sizeable number". In total, the number of cars that can only be obtained through Milestone updates is nine (of which five are either Forza Edition cars or livery variations for vehicles that can otherwise be bought from the regular dealer), and there are zero cars that can only be obtained through loot crates. Many of the cars that are currently "inaccessible" are either awarded for completion of Showcase events / career "Championships", or will likely be future Forzathon prizes / Specialty Dealer items, and can't be in any case obtained through loot crates or Milestones.

And this has nothing to do with the people actually complaining because VIP doesn't give them twice the credits per race anymore, of which there are many.
 
Good feature. Possible ways to screw over some people who do race clean and fairly. Hope it CAN clean out those dirty drivers/cheaters though. Fingers crossed.
How? They get reviewed, it's not like they just automatically go and ban them just because someone reported them.
 
How? They get reviewed, it's not like they just automatically go and ban them just because someone reported them.
Okay, I won't lie, that would be ridiculous if that was the case. :ill: Than again, I got banned on FM4 years ago, and for no reason at all.

Still, glad this feature is in the game for online.
 
I think distance from the other player comes into play as well. Closer proximity with the other perimeters in mind should result in a perfect pass. Just a guess as I've never really tried to measure it.
I'm pretty sure it's just passing anyone in general, regardless of placing or lap.

I got the 6 on the very next race on the first straight :)

Looks like you can only pass a car once though. The last race I ran I got 5 out of the 6. two of the cars I got a good pass on got back in front and I passed them again with what should have been good for sure, possibly perfect but nothing. If it is like before and you can not get credit for passing a car that was once behind you then it would not be possible to get 6 good passes in one race unless you started 7th or farther back in the pack.
 
As someone who plays for the cars rather than the racing, I feel like way too many cars are locked away. I was just checking the Tier 1 car list. There are 157 cars. 25 are locked. That's almost 16%. It frustrates me that I can't just buy the cars I want.
 
Yes, it's a well known "problem".

As in you might be heavily rewarded for your game crash.
To elaborate, a popular glitch attempts to force this as crashing on this screen gives you a number of Rewards equal to your current Driver Level. I won’t share the method as it involves deliberately breaking your game but it’s not hard to find online.
 
Back