Forza Motorsport 7: General Discussion

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https://www.forzamotorsport.net/en-us/news/wir_9_29_17

  • Recap of Wednesday's launch stream.
  • Another launch stream tomorrow with special guests and Major Nelson as a special host.
  • Josef Newgarden is your first Forza Bounty Hunter target, Rivals event is live in-game now.
  • Links to where you can report bugs and issues.
  • Information on the SCUF Forza Elite Controller.
  • #Forzathon details for Forza Horizon 3.
  • Weekly photo contests begin on Sunday.
  • Formula Drift livery contest currently running.
  • No #Forzafriday stream, next studio show will be on Tuesday.
 
How many laps do you need to do to sync your drivatar? Need more money, might as well multi task and enjoy the new shading.
 
That's not how many real-world ones there are. The GTR LM road car I bought has a production run number of 2,237 and that's 2,236 more than they built in real life.

Given that it's got a purchase date attached, I'm pretty sure it's a thing to make them seem more artificially exclusive when they get sold in the auction house. A "first run" with a low production number will probably be selling for a ton more than normally would be asked for.

This is very cool! Really.

Game economy enthusiasts (is this a thing? lol) like me smile at those details.
 
This is very cool! Really.

Game economy enthusiasts (is this a thing? lol) like me smile at those details.
Yeah, I mean I understand the logic behind it and all. Both for adding more perceived value to the cars, and to convince people to buy them early and thus remove those credits from the economy. It also strikes me as funny that Forza is now (probably unintentionally) simulating the classic car investment bubble that's happening in real life by doing this.
 
Is that a reference? If it is, I might know what it's referencing... but I'm not gonna say because I don't want to shame myself if I'm wrong.
I'm referencing the menu music in the game, it sounds very black keys ish
 
I did play the game for some time today (mainly free play randomness). The new time (kinda) and weather system is awesome. The track that really looked stunning to me was Prague at sunset/evening. It just looked so awesome I just kept switching the cameras and looking around while driving and the sound when you are going through the tunnel is crazy. Few small things/bugs I noticed are:
-I have chosen the 2017 Nissan GTR for my first Free Play, apparently there is an issue with the brake lights, they don't work. Only the third one on the spoiler does.
-After that I tried the C5 Corvette and the headlights were open all the time despite being turned off.
-I switched the units and while looking at cars in free play (rental) I noticed that Peugeot 308 GTI has 300hp. And It's the 2011 model. I don't think it had that much in real life.
-Nissan Skyline R33 has about 400hp which seems like a bit too much for a stock car (maybe I'm wrong?) and It's a lot more than the R34, yet the R34 has higher car rating.
-The online looks kinda limited. There are just three or four classes to choose from, no drift, drag etc. lobbies.
-The SLR McLaren is still missing for some reason. Both McLaren and Mercedes manufactures are in the game, It seems like some strange licensing issue here, it was okay in Forza 6 though, I'm curious what happened.
-I'm not a fan of that menu music. It's a matter of preference though. I'll just use Spotify or some mp3s on pendrive.
-The whole garage thing seems... different. When in Forzavista the game has some weird Car Mechanic Simulator vibe to it. Also the garage is pretty dark compared to the location in Forza 6 so you sometimes don't see the cockpit very well.
Sorry for my English. ;)
 
Thoughts on the game so far:

- I liked the lighting in the demo and I really like it here. A lot of the tracks now look better than in FM6 due to this imo along with the cars when racing.
- It's nice to finally drive cars I missed from FM4 such as the Shelby Omni GLHS and Pontiac G8 GXP. I really missed those cars and it's nice to see them in Forzavista mode aswell.
- The sounds for each car so far are better than in FM6 imo, mainly for them having more detail such as the transmission whine. Though, I think it could be absent on the road cars. It's odd to hear a whine noise on a stock Nissan Silvia K's Aero for instance.
- I do find it annoying that the test drive option was moved to pre-race in free play mode. That can make it a bit tedious everytime I just want to go hotlapping in a car.
- Another thing annoying me is the AI at times. With how they drive, it's hard for me to keep a clean race since they often brake earlier at a turn than I would and that results into me crashing into other cars a lot.
- I really like the career mode so far, the freedom to choose what races I want makes the system feel less linear than it was in FM6.
- Free play mode's options for racing are fricken awesome. I can't wait until I collect more cars and really get to test it out, it beats FM6's free play mode by a mile.

Overall: 👍 👍
 
Yeah, I mean I understand the logic behind it and all. Both for adding more perceived value to the cars, and to convince people to buy them early and thus remove those credits from the economy. It also strikes me as funny that Forza is now (probably unintentionally) simulating the classic car investment bubble that's happening in real life by doing this.
When I saw the Specialist Dealer I was reminded of the Used Car Lots from GTs gone by.
 
Anybody else missing the Pagani Cinque and the Huayra?

They're in the game. You just can't buy them. Some cars in the game can only be obtained by completing a showcase event, from the specialty dealer, Forzathon, etc.
 
I obtained a copy and have spent the most of the Friday playing the game on Xbox One. My first impressions below, so findings will first and foremost reflect my personal opinion.

Physics / Gameplay:

Forza physics as we know them, which equals the sweet spot between careless arcade and full on simulation. Subtle improvements and changes appear to have been made to things like weight transfer and tire models. It may be debatable whether it's all improvements but the game pretty much plays as one would expect. The handling nuances between different cars have generally been captured rather well and aren't as barebones as one might think when talking about more than 700 cars. That said, look elsewhere if you want every car to be simulated to near perfection. The AI doesn't seem to have been improved much, if at all.

Progression:

The main campaign takes a new approach, but it can be argued that the homologation system was a mistake. I chose the Mercedes A45 AMG as my first car, and it turns out it had been detuned to meet entry regulations for the first series. The car could barely reach 200 km/h until I defaulted to its stock setup for a Free Play session. Simply a baffling and counterproductive design choice. At least Free Play has been improved by giving players more freedom to customize various things and settings, so progression can be made elsewhere for those discouraged by the main campaign. It's only too bad that some cars are tied into campaign rewards, but it appears that there are multiple ways to satisfy the demand for rare acquisitions. Moreover, the timeless excitement of landing on jackpot is sadly gone with the prize spins. The recurring level-up choice between credits, cars or driver gear does get rather predictable and repetitive. Nor does it help that the VIP credits bonus has become more or less nonexistent.

Graphics:

The new skies, weather and time of day scenarios breathe new life into the game's visual appeal, and just like in real life, weather conditions will sometimes look greater than usual. Meanwhile, the graphical leap between a burning clouds sunset and overcast skies are perhaps too noticeable. The sky will steal the show at times, but when it doesn't it also becomes apparent that resources may have been stolen from the actual game world. Some objects and textures thereby appear somewhat toned down compared to two years ago in FM6, and while this is to be expected with dynamic / changeable conditions, FM7 still manages to be one of the best looking racing games ever made. Do not underestimate the old hardware of this console generation when running 60 FPS at 1080p. Additionally, it's very refreshing to revisit the different tracks without them looking quite the same every time, and car interiors also look shaper than ever. Shaking car parts may stand out like sore thumbs though.

Sound:

Some cars sound fine while others sound downright terrible. From my experience, the previous game did not to a similar extent have such glaring inconsistencies. More audible details have been added to good effect here and there but some samples simply don't cut it, whether that's particular exhaust notes / rattles or audio effects for grass stuck on the tires. Cars have lost bass nuances across the board and sometimes the treble will eliminate any hints of character. As for the soundtrack score, I'm not sure it captures a fitting mood for this game.

Presentation:

The intro tutorial gives players brief glimpses of speed, versatility and adaptability. I guess that's one way to introduce the scope of FM7, but this three-folded selection also feels a bit random - the Porsche 911 GT2 RS "hero car" being the logical exception here. The female voiceover between sessions doesn't really reach out to my inner car enthusiast. There's an unnecessary hint of drama in her voice making me think she would have been better casted for something fairytale-esque. It's the kind of tutorial you just want to finish and forget about. Things acquire a more fitting atmosphere once the real game opens up. Brief introductions get the job done. However, the game assumes that players aspire to complete the main campaign so they can identify themselves as ultimate legends in everything Forza. Come on Turn 10, quit the goofy drama already. Furthermore, the animated driver is too much at times. Adding a virtual driver is a nice touch but it's simply annoying how the driver always moves around like an idiot, and the mandatory podium celebration screen got old the second time around. Overall the presentation feels overdone, twenty years late and distracting from the cars most players probably came for.

User interface:

The main menu has been pushed back to give way for a static garage setting making up the background. I suppose Turn 10 wanted to make players feel part of something bigger, but I'm not sure I like it compared to having the menus taking up the entire screen. The interface feels relatively swift to navigate but there's also a sense of clumsiness as one tries to deal with subtle loading times. It doesn't help how Forzavista now performs like an afterthought. It no longer feels like the smooth sub-layered change of pace known from the previous game and there are actually fewer ways to explore car details up close. Pitlane Forzavista provides an alternative allowing cars to be explored out in the open, but the aforementioned concerns still stand and are only reinforced by limited camera movement. Finally, the garage view has in my opinion changed for the worse. Cars can be observed from an odd angle as they rotate on a plate, but scrolling comes with loading times that are just barely endurable.

Online

I cannot speak for multiplayer and it's still early days for several features waiting to unlock. I am looking very much forward to see how Forzathon will unfold. The number of different leaderboards seem have been reduced drastically, so in that regard not the development one could have hoped for.
 
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Why did they downgrade rain on the windshield 🤬.
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In the demo it looked good, now it looks like GT6 rain :yuck:
Edit. NVM it was light rain it looks even better with more rain drops
 

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Is there something wrong with the option to limit aggression? I presume it needs to be on. If that is the case I hate to think how bad the other drivers are in “free for all” mode! It is a case of bumper cars until I clear the pack (less aggravating to reduce their ability).

On one free play race I used that 49 Chevy Fleetline (B class) and the game decided to provide some S Class opponents. Just as well the difficulty was down otherwise they would have driven off into the distance.

I don’t know what is wrong with that Polaris buggy, but it manage to spin out in a straight line at one point in a race, Then there was a night race at the Virginia Raceway. I am not a fan of that track in daylight let alone night. I abandoned the series and did another instead.
 
Is there a way to race full stock in the championship? The focus RS keeps being limited to 300hp instead of the factory 350.
 
Most likely an unpopular opinion, but I've not had a chance to play career yet, just free play to dial in racing wheel settings. But what I am hearing about the lower credit payouts, the fact it is going to take actual time to earn enough to certain cars again; having to unlock things through in game career tiers... I think it is great news personally. Sort of a return to Forza of the past in that regard. Forza 1 and Forza 2 where a grind, I have personally missed that. Especially in regards to Forza 5 and 6 where everything was pretty much handed to you on a plate.
 
Most likely an unpopular opinion, but I've not had a chance to play career yet, just free play to dial in racing wheel settings. But what I am hearing about the lower credit payouts, the fact it is going to take actual time to earn enough to certain cars again; having to unlock things through in game career tiers... I think it is great news personally. Sort of a return to Forza of the past in that regard. Forza 1 and Forza 2 where a grind, I have personally missed that. Especially in regards to Forza 5 and 6 where everything was pretty much handed to you on a plate.
I don't think it's going to be nearly as hard to get nice cars as people are thinking/saying. You are going to have to work at it more than Forza 6, but from what I'm experiencing, it's not going to be that bad. I'm with you on not having everything handed to you, I like feeling like you earned something.


On a side note, I've always been a chase cam view type of guy. This new wheel-less cockpit view is absolutely fantastic though. It's a blast using it, I've always gotten dizzy using the cockpit views in racing games before, I don't know if it's because the animation of the wheel and hands messed with me, or something else has changed, but I'm loving it.
 
On a side note, I've always been a chase cam view type of guy. This new wheel-less cockpit view is absolutely fantastic though. It's a blast using it, I've always gotten dizzy using the cockpit views in racing games before, I don't know if it's because the animation of the wheel and hands messed with me, or something else has changed, but I'm loving it.

Aye, I also like that new view; excellent addition to the game. I use a similar view in the majority of cases in Assetto Corsa on the PC, as well as a similar view in Dirt Rally. Feels really good when using a wheel.
 
Still downloading. Almost halfway done. Should have it complete by this weekend. Probably won't get much progress done tomorrow because I got to do something for work and going to WWE Live right after :)
 
Alright. I gave it another go. This time fully set with wheel and the whole afternoon for myself and the game.

Okay. So the real saving grace for this game has been Free Play. I failed to notice all the options this had and so far I have played for 4 hours straight. And let me tell you; I have had an absolute blast! What a fantastic game. I managed to make over 1,000,000 in only 4 hours, get my collectors stat up and my level. So I actually feel I am doing something :D

First of all, the physics with wheel. Copied some settings suggested by one of the developers, did a few adjustments myself and the game feels surprisingly... GOOD. No more dull, lifeless feel like in Horizon 3 or the FM7 demo. I can actually feel what is going on with my car! I feel understeer, oversteer and even loss of weight. What the heck? In a Forza game?! I mean, this is not Assetto Corsa, but darn... Physics are finally doing something! The deadzone at the center is a bit too pronounced, but it really only takes a few laps to get use to it. Other than that, it feels so alive, yet so smooth! FH3 either felt dead, or the game suddenly decided to break your wheel along with your wrists. The clutch feel is fantastic. You now have to be accurate when shifting, or heel-toeing, if not you are met with a transmission grind. Once you time it right with your clutch, neutral and gas, the car downshifts and match revs perfectly! I applaud T10. This is with all assists off and steering in "simulation."

But there is still a bitter taste... I still can't get passed the forced Homologate option. This certainly has to change. Another negative aspect: performance. My system is well within and a bit over the recommended requirements. I was getting an average of 4 CTD's per hour, plus heavy stuttering in menus, parts not showing and infinite saving loops. After a few hours, the game seemed to have "settled." Went the last 2 1/2 hours without CTD's, but performance is definitely still an issue. Core 0 in my CPU is taking all the payload apparently. It's just like FH3 on release. Very disappointed, as I would think they learned from their past experiences.

All in all, Forza 7 has so much potential. I actually like the reward system, as it is full of surprises and goodies that keep the interest. Car collector system is okay. Not great, but it isn't bad either. Sounds are great, visuals are stunning, physics are, again, good! The areas that it fails in can be easily fixed, if the developers show interest on what their fans really want from the game.

We'll wait and see... In the meantime, I will keep Free-playing the heck out of FM7. (haven't done a single career race :lol:)
 
So I just knocked off the "Survival Of The Fastest" achievement and let me break it down like this.

23 laps is the standard length for the showcase (Spa 100 mile endurance) and that triples to 69 laps for extra long and took me 2 hours and 50 mins to finish. ( Someone running no tyre/fuel usage could go quicker.)

My pay out was 480k with no mods (Didn't seem you could use them.) and the Unbeatable AI on and quite a lot of XP, which gave me more cash and helped me snag 2 Formula E's for a discount, 90's ZR1 Vette, Renault Alpine, Lotus Elan Sprint, Lancia Delta Evo, one or two others and the C7R Vette you use for the event. :drool:

If you got a spare 3 hours and you consider yourself decent enough to take on Unbeatable AI then by all means pull the trigger on it and I'll wish you all the best on it. 👍

Also regarding the Formula E's they aren't just copy paste jobs from what I've seen so far (might investigate further), the Panasonic Jaguar has a 2 speed gearbox stock, but the homologated version has the race gearbox which is a 5 speed.

Worth doing the research if you plan on racing them. ;)
 
I haven't did any of the career either except for those first 3 1 lappers they throw you in when you click on it and I only went there to get the free super car. Other than that I did the maple valley short rival and a couple of races in a private lobby just to check it out everything else has been free play in various cars on a few different tracks. Hopefully they will add the open rivals back right away so we gain proper access to the leader boards and run laps there if we want.

I would also like to see them add the option of having AI in private lobbies as well. Is a little dead with only a small handful of people in there and the payout is a bit small. Adding some AI would help and since it is something we have had in the past I see no reason why it should not be there. Would also be great if we could actually tune our cars in a private online lobby. This has been missing since the release of Forza 3 and is sorely missed by some of us. I had heard we would be able to tune in a lobby in FM7 but then it turns out they call free play a lobby and that is apparently what they were referring to.
It also seems from what I have read that you can no longer pause, tweak and resume in test drive mode. If true then that is another step backwards as that was a feature I used quite heavily when tuning.
 
What is the point of the upgrade shop when you can't fully work your cars because it's no longer in its class and every car you buy is ready to race in this class
There used to be a class racing meaning class e to class r now that's no longer in the game I thought it will come back but It didn't now the only game that you can use a fully worked car in now is the Horizon series
But saying all that I do like the divisions in the game but I would have loved if they brought back the class division so you can race any car as long as the class matched
 
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