Gran Turismo 7: Latest news and discussion thread

  • Thread starter sems4arsenal
  • 43,301 comments
  • 4,978,909 views
All PD need to do is: fix the open lobby lag and rubber banding; fix the open lobby and sport mode pit entry/exit lag; fix steering inputs on controller; and finally, fix the steering angle kit because it's bugged from day one.

Then it'll be a perfect game and I'll play it every night like I did GTSport. The livery editor will keep me busy when I get bored drifting the same tracks over and over again.

Until then, all I'll do is grind for currency and for the engine swaps because open lobbies are a friggin nightmare.
 
The rubberbanding is even more crazy than I thought. Yesterday I created a 2 laps Custom Race at Trial Mountain with me driving the Ferrari FXX-K and one of the opponents in the Suzuki Escudo.

The Escudo immediately flew off like a rocket and I couldn’t see it by the time I arrived at the first tunnel. Gone and out of reach. Then by the end of lap two I magically caught up to the Escudo. It was crawling like it had calculated how slow it needed to go in order for me to overtake it shortly before the finish line.

Why do so many mainstream games employ this mechanism? It ruins the fun almost entirely. Does PD think we’ll break down in tears losing to the AI fair and square? At least give players the ability to switch off this rubberbanding nonsense.
Rubberbanding has been around since GT6 (and was already a pain in the neck), but not to such an absurd level.. Let say you setup a 10 lap race in GT6, AIs will run at a decent pace for 8 laps, then slow down as **** in the 9th lap to let you go, and finally attack like crazy for the last lap.

In GT5, AI was quite okay. But their was no real battles on track; cars would slow down if you put your front wheels before AI's rear wheels. Sometimes anticipating the overtake so much that you would crash into them.

At the end of the day, we haven't had an AI that was merciless with the player since 2004 (without taking into account its competitiveness). These are no more races, they are parades, museums on track, stricly portaying K.Yamauchi's vision of cars.
 
Why do so many mainstream games employ this mechanism? It ruins the fun almost entirely. Does PD think we’ll break down in tears losing to the AI fair and square? At least give players the ability to switch off this rubberbanding nonsense.
To this point, it's kind of a neccesity for mass-market, console racing games. The Crash Team Racing remake a few years ago from example had a lot of people complaining about how unfair the "rubberbanding" was because they never winning any races, despite the problem being the opposite - the AI didn't rubberband at all, so if you just weren't fast enough you'd end way behind the pack (the opposite is also true, anyone good at the game can end laps ahead of the AI). Breaking down in tears is a bit too much but people certainly like winning a lot more than they do losing, and if they get frustrated they'll just drop the game and probably not buy the next one.

Of course, it's all about balance. Rubberbanding in GT7 is near Mario-Kart-level blatant, and not being to disable it even on custom races is just a stupid decision. Hopefully if they manage to implement Sophy in a note-worthy manner (read: not as a special 1v1 event or whatever) there could finally be proper racing against the AI without needing to rely on tricks.
 
Bunny rabbit! Unfortunately he's only visible in the menu shots of the track, when you go to this spot while driving he's gone. :(

1656285321579.png
 
I have to say that the Eunos Roadster with sport exhaust is one of the best sounding cars in the game. Acceleration is great, when you let off the throttle and are braking into the corner the pops and burbles sound amazing. And the on/off/on throttle sound is so snappy. Love it.
 
What does the new engine in the tuning shop do? It would be great if they reset the mileage of old cars.

I was guessing that the mileage of vehicles with engine compatibility will be reset.
 
Just replaces the stock engine. And no, it shouldn't reset the mileage. That's not how it works. ;)
How does this work?: some pre-’01 cars in this game we get with 0 kms because they were part of the Café structure whereas others are only attainable with 90,000 kms. If we’re following some kind of realism recipe here it’s very inconsistent and nonsensical.

If I want to know how far I’ve driven in a used car I need to screenshot what it was sitting at when I got it. In a game which actually tracks your distance driven — in this case for no reason.
 
Last edited:
How does this work?: some pre-’01 cars in this game we get with 0 kms because they were part of the Café structure whereas others are only attainable with 90,000 kms. If we’re following some kind of realism recipe here it’s very inconsistent and nonsensical.

If I want to know how far I’ve driven in a used car I need to screenshot what it was sitting at when I got it. In a game which actually tracks your distance driven — in this case for no reason.
Replacing the engine in a real car does not reset the odometer. It baffles me how people actually think that is the case. It shouldn't be here either.
 
There is no question to be answered. Mileage in-game is the same as it is in real life. It's based on the chassis odometer, nothing needs to be reset.
Really? You went to check and missed it again? Let me help you along the way then:
How does this work?: some pre-’01 cars in this game we get with 0 kms because they were part of the Café structure whereas others are only attainable with 90,000 kms. If we’re following some kind of realism recipe here it’s very inconsistent and nonsensical.

If I want to know how far I’ve driven in a used car I need to screenshot what it was sitting at when I got it. In a game which actually tracks your distance driven — in this case for no reason.
Is it really the same as it is in real life? So I can find a Ferrari 308 GTB ’75 (menu #38) in real life with 0 kms on its’ odometer?
 
Really? You went to check and missed it again? Let me help you along the way then:

Is it really the same as it is in real life? So I can find a Ferrari 308 GTB ’75 (menu #38) in real life with 0 kms on its’ odometer?
That's just how PD gives it to you. The issue in question is RESETTING the odometer by purchasing a new engine for it. That's not how things work. End of discussion.
 
It's not a stretch to expect a new engine will reset the odometer displayed in game when permanent engine wear is tied to mileage. There's no other way to check when you need a new engine unless you track the mileage or HP figures of all your cars on a spreadsheet.

Maybe PD should include a trip odometer that players can reset manually...
 
Last edited:
That's just how PD gives it to you. The issue in question is RESETTING the odometer by purchasing a new engine for it. That's not how things work. End of discussion.
Hah!

Nor have I claimed it to be. I’m just explaining the stupidity and inconsistencies that follow the UCD system.
 
Nor have I claimed it to be. I’m just explaining the stupidity and inconsistencies that follow the UCD system.
So in the end you didn't have a question for us to answer, hah!

With all seriousness, though, that's honestly inconsistent and stupid.
 
Really? You went to check and missed it again? Let me help you along the way then:

Is it really the same as it is in real life? So I can find a Ferrari 308 GTB ’75 (menu #38) in real life with 0 kms on its’ odometer?
PD aren't going to give you a "used" car as a reward for completing a menu. You could win old cars in previous GT games and it's odometer would say 0, so nothing's changed.
 
PD aren't going to give you a "used" car as a reward for completing a menu. You could win old cars in previous GT games and it's odometer would say 0, so nothing's changed.
Why not? It's not realistic to give you brand new versions of cars out of production.

(This is his point. The game picks and chooses when it wants to be realistic, seemingly with no consistency)
 
Why not? It's not realistic to give you brand new versions of cars out of production.

(This is his point. The game picks and chooses when it wants to be realistic, seemingly with no consistency)
I didn't say it was realistic did I? If you really wanted things to be realistic, the "used" cars will have some mechanical issues, not just an arbitrary number of kilometres.
 
I didn't say it was realistic did I? If you really wanted things to be realistic, the "used" cars will have some mechanical issues, not just an arbitrary number of kilometres.
Give them more time. I think they are already working on this, they need to somehow force people to spend even more credits.
 
Back