Forza Motorsport General Discussion Thread

  • Thread starter Terronium-12
  • 15,159 comments
  • 1,590,781 views
At the rate t10 is going, we will have only 4 more livestreams in the form of forza monthly for July, August, September and one right before early access begins in October. For a game that took 3x the time compared to prior FM releases, this feels too little.
Depends on how long the segments are I suppose; if they're only 30 minutes a month then yes I agree that'd be too little. Plus just considering how long the wait was between the dev. direct and the showcase has probably upset quite a few people.
 
Wouldn't most actual wheel users be using dashboard view without an onscreen wheel? Seems to me that the only people it would look fake to would be controller users faking using a wheel in cockpit view.
Funny how every serious racing sim has full steering wheel animation, despite their user base being much more likely to use a full blown wheel setup and cockpit view without the ingame steering wheel visible. Forza users are much more likely to use gamepad.

Full steering wheel animation:
GT7, Pcars, Motorfest, iracing, AC, ACC, rF, R3E, Rennsport...
Live for Speed, 20 years old, had full steering wheel animation.

Forza: 'Hmm, never heard of that'
 
It's obscure at the end of the day. Most fans are not noticing the lack of real world rotation as long as the current animation is still doing a decent attempt to replicate what the car is doing. I'm not paying attention to the fact the wheel didn't turn past 90 degrees as I come back onto the main straight at COTA, I'm focusing on throttle input & getting ready to clutch+shift.
Sure it's regrettable (for some more than others, apparently). I wonder what effect it'll have on actual sales and people playing the game as opposed to people complaining loudly on internet forums, though.

Everyone's mileage with racing games varies but personally I tend to see fit and finish issues such as visual exhaust changes and inaccurate models as being like rocks on the side of the track whereas borked economies and single player careers are more like massive roadblocks in the road ahead.

At least with previous Forzas I've still been able to get from A to B gameplay wise rather than having to give up three weeks after playing the game.
 
Last edited:
The wheel rotation thing was always distracting to me. Sure, I'm not looking directly at the wheel while driving, but it's pretty obviously in your peripheral vision and is a noticeable disconnect from what is actually happening. I normally prefer the dash view, but some cars have screwed up cockpit/dash views and some time of day settings cause different blinding reflections in dash view but not in cockpit view and so on, so I think most people who use them change between the two depending on the car/lighting... At least that has usually been the case for our league races.

Off the top of my head, the '12 Challenger has a glitch where the hood disappears in dash view but not while in cockpit view, two of the Subarus have a glitch where you can see through the dash to the track going by under you in dash view, while the Infiniti Q60 has a weird view where you can't see if you put a roll cage in it, I think it's the C7R that has a weird glare spot in windshield from the dash sometimes from dash view but it usually goes away in cockpit view? I dunno, there's a surprising amount of inconsistency in the views. I'm still on an XB1 though, a friend with a Series console has said they haven't had as many issues.
Being that the car limit on track is 24, which hypothetical multi class layout would yall prefer, 3 by 8 or 4 by 6?
Prefer 2 classes, 8 upper class, 16 lower class.

For multiplayer, assuming the upper class drivers are patient/respectful to the lower class, the traffic will make their race closer, while the upper class almost always spaces out the lower class, so having more cars in the lower class means it's less likely it will get totally strung out.

For single player... well the AI opponents usually suck, so having more lower class cars to pass is more fun if you are upper class, and if you are lower class then it's better having fewer dumb AI upper class cars that follow you through safe passing zones and then run into you in stupid places to pass.
 
Yeah, right back at you! Nice quoting out of context.
I was joking more about the crew, but I will ask you just it
Do you prefer a good fun game but since they had other more urgent priorites to make game more entrertaining they ended up with wheel turning only 90 degress, or a bad boring game where the only priotiy they had was make sure the wheel turn around as much user wants?
 
Last edited:
Forza: 'Hmm, never heard of that'
1688227589322.png



Look closely:

 
Anybody remember when FM did modify the exhuast? You would have to buy the rear downforce bumper and then a larger exhaust tip would stick through the bumper. Sorry, too lazy to look for an image but I do remember!
 

Then why show that steering animation during your first actual presentation? It doesn’t bother me at all… well not as much as my 500hp Silvia having its stock exhaust… having to pause video and take screen shots to show off the steering animation is crazy… and still until I actual see it during gameplay I’m going off the video they showed.

I also watch the videos many many times… I am not seeing anything on the hud showing some type of wet meter.. I am hoping they made the rain actually make a difference on the track and racing.. are they going to have wet and intermediate tires… shoot I’ll just take wet tires!
 
FM7 could display water on the track very nicely, so a wet meter is really not needed. Weather status would be nice though, I.e. when the rain is coming.
Yea but the wet racing in Forza7 wasn’t good or dynamic.. isn’t it going to be dynamic in this one? FM7 had preset wet tracks right? It would be the same every time.. puddles in the same spot etc.. now we actually have dynamic time and weather right? I’m so intrigued on how they are going to do this! Pit strategy plays a huge roll now… does FM have wet tires in this one? I know they added more tire compounds…
 
Yea but the wet racing in Forza7 wasn’t good or dynamic.. isn’t it going to be dynamic in this one? FM7 had preset wet tracks right? It would be the same every time.. puddles in the same spot etc.. now we actually have dynamic time and weather right? I’m so intrigued on how they are going to do this! Pit strategy plays a huge roll now… does FM have wet tires in this one? I know they added more tire compounds…
FM7 claimed to have dynamic weather as well, so I doubt it will be truly dynamic as far as puddles and wetness. I'm expecting it will work much like it does for FM7 when it transitions between the 3 "stages" of wetness and the two-ish stages of drying out. A few more "stages" in the transition would be nice so it's a bit more smooth though, as well as being able to set the speed the transition happens.

I just hope we can have more precise control over the weather conditions. FM7 only gave us 3 weather "slots" and variability was only a chance for the change to happen. I'd like to have more slots, more control over when the transitions happen, and options for transitions like "currently light rain, 30% chance to change to heavy rain, 50% chance to stop raining, 20% chance to stay light rain" and so on... but that's probably being too hopeful. T10 hasn't been very open with their options, and historically has made their restrictions/lobby settings less precise over time. Considering we can't even choose which preset time of day we want in FM7, I won't be surprised if the weather options are exactly the same as FM7.

I agree with wanting to know more about the strategy/tire compound stuff, and think it's a shame they haven't shown that stuff off yet and instead focused on the rebranding of the career. I know there are a lot of single player guys around here, but the changes to the strategy and gameplay are much more important to the community overall as they are potential gamechangers for both single player and multiplayer, so to me it makes sense to focus on those kinds of new things that impact everyone first.

Although I guess you could argue the new career car XP grind impacts everyone... just not positively.
 
The weather in Forza 7 was dynamic in terms of how it happened, cloud cover, rain, puddles etc. But it was mostly scripted. It's possible to be dynamic but scripted at the same time. The new one looks like it will be more dynamic as far as not being quite as tightly scripted but I imagine the career mode will keep it tight.
 
The weather in Forza 7 was dynamic in terms of how it happened, cloud cover, rain, puddles etc. But it was mostly scripted. It's possible to be dynamic but scripted at the same time. The new one looks like it will be more dynamic as far as not being quite as tightly scripted but I imagine the career mode will keep it tight.
Yea I’m not so worried about career… every race in GT7 is not dynamic but the ones that are are fun… a simple day to night, or it rains then dries out etc that would be cool for me. I’m talking more for like multiplayer or custom race options… I’m more so into online league play, it’s just a thought and hopefully we get more info in the future presentation.
 
I'd like to believe the weather simulation is as good as it is in MS Flight Sim, since that was made on the Forzatech engine. That game has full cloud, rain, wind, atmospheric pressure, etc simulation. Of course, what happens on the ground is still a mystery. Flight Sim wasn't so concerned with wet asphalt. If they can manage all that in the sky though, surely they can get some good wet track simulation too.
 
I had got the top 10 tracks most voted on Forza Forums

  1. Interlagos / Jose Carlos Pace - 694 Votes
  2. Nürburgring - 280 Votes
  3. Twin Ring Motegi - 160 Votes
  4. Tsukuba - 146 Votes
  5. Bathurst, Mount Panorama - 145 Votes
  6. New York Street Circuit - 143 Votes
  7. Monaco - 136 Votes
  8. Rally di Positano - 136 Votes
  9. Imola - 129 Votes
  10. Mugello - 115 Votes

Other Forza Tracks outside top 10 but still on top 50
11. Camino Viejo de Montserrat - 113 Votes
19. Sunset Pennisula - 87 Votes
36. Tokyo Circuit from FM 2005 - 60 Votes
38. Sedona Raceway Park - 55 Votes

Fujimi was on 2nd General but since it is likely that Circuit Hakone (Both tracks are litteraly on the same region in Japan that is also the same as Fuji Speedway) was made to replace it, its unlikely it will show up soon on Forza Motorsport, in another side Le Mans was 10th at time of post but since it will be on the track list, decided not put it.

Thsi was tracked at 02/07/2023, votes may change until october (and I hope so, please vote)
 
Fujimi was on 2nd General but since it is likely that Circuit Hakone (Both tracks are litteraly on the same region in Japan that is also the same as Fuji Speedway) was made to replace it, its unlikely it will show up soon on Forza Motorsport, in another side Le Mans was 10th at time of post but since it will be on the track list, decided not put it.
I hope that's not the excuse they use because it'd be a weak excuse. It remains to be seen whether Hakone offers the same great mountain roads.
 
Hakone offers the same great mountain roads
Hakone from what is shown looks to be more circuit focused than montain roads
Its clear that they will not go deep into fantasy tracks, i wouldnt be suprised if Alps (hopefuly), Dubai and Praga be dropped of new Forza

They want keep it realistic

Twin Ring Motegi getting more votes than Monaco, Imola, or Mugello is eroding what little faith in democracy I had left.
My hot take is that Motegi is more fun to drive than Monaco, Imola AND Mugello
Also it has more layouts than 2 of those tracks and a speedway oval around, unlike those 3

In Fact i had played once a game that had Motegi and Monaco on same game and Motegi was always fun to drive while Monaco was a boredom beacuse the track was TOO DAMN TIGHT TO PASS, the races always ended being a car train beacuse of the tightness

But the factor that they have more votes its likely beacuse its a Japanese track, this why Tokyo from FM1 and Fujimi Kaido are too big on the ranking
 
Why is Tsukuba only at 4th place smh 😤
Also it has more layouts than 2 of those tracks and a speedway oval around, unlike those 3
I don't believe speedway oval is safe for racing nowadays. It was badly damaged during Tohoku earthquake, and I'm not sure if it has ever been maintained or repaired since.
 
I don't believe speedway oval is safe for racing nowadays. It was badly damaged during Tohoku earthquake, and I'm not sure if it has ever been maintained or repaired since.
It was abondonated from footage i saw, they dont even use the straight grandstands anymore, but they are using the oval parts as parking lot during races on road course

But i think that virtually they could fix the track issues
 
Last edited:
It was abondonated from footage i saw, they dont even use the straight grandstands anymore, but they are using the oval parts as parking lot during races on road course

But i think that virtually they could fix the track issues
I suppose nothing is impossible on a videogame, for sure.
 
My hot take is that Motegi is more fun to drive than Monaco, Imola AND Mugello
Also it has more layouts than 2 of those tracks and a speedway oval around, unlike those 3

In Fact i had played once a game that had Motegi and Monaco on same game and Motegi was always fun to drive while Monaco was a boredom beacuse the track was TOO DAMN TIGHT TO PASS, the races always ended being a car train beacuse of the tightness
Monaco definitely sucks more than Motegi, but Motegi is probably the most boring of the Japanese tracks, most of it is just straightaway into hairpin/near hairpin into straightaway into hairpin/near hairpin. I imagine a lot of is just "we used to have it though!" nostalgia, and the only case I can really see for its return is that it has multiple layouts which is nice.

Okayama and Sportsland Sugo are both much better than Motegi (and Suzuka, and Fuji unless the game has good drafting) but sadly they have very small representation in games. Tsukuba gets a lot of love but personally I never got along with it, although the Forza series desperately needs good quality short tracks so I'd put it above Motegi too.

Tokyo from FM1 would be fantastic, maybe with a little bit of a rework with a few of those extra narrow alleys. I remember having some excellent races there. The long run into the tunnel before the hairpin was chaos sometimes with messy drivers, but was also a really interesting part of the track, both in public lobby with open builds and in spec racing.

I personally don't get the desire for Monaco in Forza, the only thing I can think of is people think the chaos would be funny in multiplayer which... it would be I guess... for the first 2 or 3 times, but not funny enough to be worth the time/space that could instead be used on a track that isn't trash.

Unfortunately the voting on the forum is basically just "how many casuals recognize the name of this track?" There are tons of fantastic gems on that list that I was actually surprised to see, however most have like 10 votes, meanwhile some Tilke parking lot has 100+ because people recognize it from F1.

Even if the threads for the tracks were better fleshed out with onboard videos and history and number of possible layouts, people probably still wouldn't read and just be like "oooh F1 track" and click on those. I hope they put more thought into their choices than just "I dunno this is what people voted for" but T10 hasn't shown much creativity or out of the box thinking when selecting tracks to add in the past.

To be fair, it's a tough job though and they kinda can't win. Personally, I love discovering and learning new tracks, and I'd love to see more obscure circuits that I can't just drive in every other game out there... But at the same time, when we like a racing game, we will inevitably think "man I wish my favorite track that is in all these other games was in this game too" and I feel like part of myself is missing if Nordschleife or Bathurst aren't in a game, even though I've driven them for thousands and thousands of laps in dozens of other titles.
 
For what it's worth, just because something tops the wishlist doesn't mean it'll suddenly get put into development. FOr licensed tracks cost and exclusivity are two key things to consider.

The data would certainly help guide the team though, give them justification for prioritising Track X on their internal scope list vs Track Y.
 
Last edited:
Back