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I wonder if sneaking in the CTS-V Wagon was an oops or a clever way for us sleuths to find it, like they did with the Datsun Silvia inErm. Oops...
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I wonder if sneaking in the CTS-V Wagon was an oops or a clever way for us sleuths to find it, like they did with the Datsun Silvia inErm. Oops...
If the career wasn't time gated, I wouldn't have an issue. With the open series, I can knock those out in a couple of days. The time-lock on the featured races is just unecessary in my opinion. But, other than that the carrot on a stick approach for the locked cars is fine. Once I get the car, I am usually off to Freeplay to build it up, tune it and run it.My problem personally is not the FOMO - I've been quite happy with the FH4 and FH5 FOMO for the last 5 years...
The big problem for me is the amount of time required for 2 cars... Let's say it's around 300 minutes, which is 5 hours. That means ~75 minutes per week and the end result is 2 cars.
In FH5 each new car was often around 20 minutes per week. In worst cases 45 minutes. So that's between 25% and 60% of the time required in FM23, for at least 4 cars. Just think about it for a sec: At least double the cars in (usually far less than) half the time.
I do appreciate that FM23 throws most "new" cars straight into the auto show and only 2 are exclusive FOMO, but usually the most interesting new-to-Motorsport cars are FOMO-locked and the reward-per-time feels really poor.
if you guys plan to make a S2 now with the GR86 on it alongside the BRZ like the Japanese (and seemly the AU/NZ too) i would love to join, it looks and sounds so funWe did this for our league's first full season on FM8 using the BRZ. It has a factory aero kit that looks kinda race-y, slicks and no engine upgrades, and we ran "sport" suspension to limited tuneability to be more "spec" car-ish. Ended up kinda low B-class, the somewhat draggy rear wing seemed to help make the draft a bit stronger so it made for a pretty good race car and we had some good battles with it. As usual, slower race cars often make for the best racing.
now if i am not mistaken the last spory/racing hyundai left are the 5N eN1 Cup to join the touring cars and the (Gen 1 or Gen 2) HB20 Cup as a good starter car racing seriesIn my view this is a rather welcome update making the game more complete with these Hyundais (adding 5 models to the already present 2)
I wonder if the career events aren't time gated out of concerns for the size of the game's install. I wonder how much do the custom posters for the events, and those (admittedly, pretty nice) sequences that play before each championship weight?If the career wasn't time gated, I wouldn't have an issue. With the open series, I can knock those out in a couple of days. The time-lock on the featured races is just unecessary in my opinion. But, other than that the carrot on a stick approach for the locked cars is fine. Once I get the car, I am usually off to Freeplay to build it up, tune it and run it.
Go for the gap and pull back at the last moment. They will dive and miss you (gravel for them) and then you can safely pass on the outside. Or feint, they always fall for the feint.I was noticing this week that if you try to slip up the inside of the AI even with your nose ahead before the corner, the chances are really high that they will drive into you. Then we get a moment of Forza Glue (tm) before you can shake yourself loose.
In a game which is built around starting mid pack and sneaking up through the field quickly, this remains very frustrating. I'm at the stage that I'd probably prefer FH5-style AI for this: They back off a little as soon as you get your nose in front in order to avoid colliding. But ACC AI would be even better: They hold their line and drive parallel to you where possible but will avoid touching you without unnecessarily braking.
I have never had this issue on my Series S using the good ol AA batteries. When they die the game automatically pauses...for me at least.Irritating things in FM23 number 248...
Every driving game in existence:
When your batteries run out and the controller disconnects during a race, the game pauses.
FM23: the race continues while you take out the old batteries and put in the new ones, losing you the race because you cant rewind sufficiently, forcing you to restart the race.
I was reminded about this when my batteries ran out during FM7. A game that still exceeds FM23 in BASIC functions like this, after 17 months of updates.
I have never had this issue on my Series S using the good ol AA batteries. When they die the game automatically pauses...for me at least.
Last time I had something like that happen was on FM2 on the 360. Online race so yeah, no pause. Ever since then I keep my controllers on life support. But I have always played within arms reach of my console/PC.Irritating things in FM23 number 248...
Every driving game in existence:
When your batteries run out and the controller disconnects during a race, the game pauses.
FM23: the race continues while you take out the old batteries and put in the new ones, losing you the race because you cant rewind sufficiently, forcing you to restart the race.
I was reminded about this when my batteries ran out during FM7. A game that still exceeds FM23 in BASIC functions like this, after 17 months of updates.
OK, thanks for the feedback.I have never had this issue on my Series S using the good ol AA batteries. When they die the game automatically pauses...for me at least.
Yeah that's how mine is. When they are at about 10 percent life left it loses vibration. Sometimes if I stop playing for a little bit and hop on the next day I get a little extra juice but not much. A set of batteries usually lasts me 1-2 weeks based on how I playYeah I think it's a system level feature right? When mine were almost flat, I lost all vibration, then a few mins later, disconnected and paused.
I was noticing this week that if you try to slip up the inside of the AI even with your nose ahead before the corner, the chances are really high that they will drive into you. Then we get a moment of Forza Glue (tm) before you can shake yourself loose.
In a game which is built around starting mid pack and sneaking up through the field quickly, this remains very frustrating. I'm at the stage that I'd probably prefer FH5-style AI for this: They back off a little as soon as you get your nose in front in order to avoid colliding. But ACC AI would be even better: They hold their line and drive parallel to you where possible but will avoid touching you without unnecessarily braking.
Two very bad places for AI brake checking are the little left hander coming out of turn 2 at Hockenheim GP and the kink after The Carousel at Road America. If I'm within a car length or two they will brake check almost always. Last night at Hockenheim GP in GTX coming out of turn 2 I had a Porsche hit the brakes faster than a F/A 18 landing on an aircraft carrier. Luckily I was far enough to the right to avoid it.Go for the gap and pull back at the last moment. They will dive and miss you (gravel for them) and then you can safely pass on the outside. Or feint, they always fall for the feint.
A thought I had, and it's just a random thought. I wonder if some Drivatars drive like their players who might've driven with collisions ghosted like I always do.Two very bad places for AI brake checking are the little left hander coming out of turn 2 at Hockenheim GP and the kink after The Carousel at Road America. If I'm within a car length or two they will brake check almost always. Last night at Hockenheim GP in GTX coming out of turn 2 I had a Porsche hit the brakes faster than a F/A 18 landing on an aircraft carrier. Luckily I was far enough to the right to avoid it.
Interesting. Guess I've been luckier, but when I take the inside line, I usually try to find the grip to hug the turn even tighter to give the AI space & the AI will stay wide. If I'm super aggressive and just hold my position a bit, I can force the AI to basically under steer/slide off the track.I was noticing this week that if you try to slip up the inside of the AI even with your nose ahead before the corner, the chances are really high that they will drive into you. Then we get a moment of Forza Glue (tm) before you can shake yourself loose.
In a game which is built around starting mid pack and sneaking up through the field quickly, this remains very frustrating. I'm at the stage that I'd probably prefer FH5-style AI for this: They back off a little as soon as you get your nose in front in order to avoid colliding. But ACC AI would be even better: They hold their line and drive parallel to you where possible but will avoid touching you without unnecessarily braking.
So despite this game having the longest dev cycle for Forza, Turn 10 can't seem to just get it together. What is going on behind the scenes at Turn 10 one must wonder? Is this Spencer or Nadella level? OR is it high salary employees just being stagnant, losing their original passions for Forza, and focusing on failure trends like modeling after Halo Infinite-10 year platform service, FOMO content, engagement metrics, etc. It seems to me that Turn 10 and even their outsourced teams who need to be "built from the ground up" if this keeps happening.From official Forza forum:
The 2022 Cadillac CT5-V Blackwing, which will be discounted in the Showroom as a Spotlight car, has been part of the game roster since launch. Players may notice the 2014 Cadillac CTS-V Sport Wagon appearing in game menus but not available to collect. This was due to constraints in development. Our plan is to include this car in the Showroom in a future update. State tuned for an announcement (likely after February).
We already have the Oreca P2 no? But the Lambo hypercar while very unreliable and slow in IMSA and WEC, it is beautiful and would be an interesting addition to the Forza Proto-H class....IF ITS TRUE.While some people complain needlessly, others play the game and dig dipper
it looks that Oreca P2 and Lambo Hypercar are coming to the game, at least there has some people around the web saying that there had forza reddit posts about it
someone can confirm the info?
Perhaps he is referring to the 2020(ish) version? As the oreca P2 we have in the game is from 2017.We already have the Oreca P2 no? But the Lambo hypercar while very unreliable and slow in GTP and WEC, it is beautiful and would be an interesting addition to the Forza Proto-H class....IF ITS TRUE.
yea i am refering to the new Oreca P2, not the one that is already in the gamePerhaps he is referring to the 2020(ish) version?
I also remembered seeing that they planned to add the McMurtry Spierling, that EV track day concept machine with fan car technology that was fast as ****.Speaking of the Car Pass, damn when we are gonna finally get the Camaro Trans Am car? It was on the SteamDB list with the other Car Pass cars but got moved off the list. After the rework of Forza GT, the Trans Am cars are now useless for a lot of people, and they can't make a "Forza TA" hopper or series until there is a non-DLC car to use. Those are fun, unique cars so it would be cool to see them make a return... even if 90% of the playerbase can't control them.