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Super GT used a controller in GTS right up 'til December 2018 or 19 and nobody's gonna say the dude isn't a clean driver.
I understand your reasoning here, and in an ideal world it would be great to have separate modes for casual and "hardcore" players. In practice however, this would likely end up as two half-baked modes which don't satisfy anyone. Plus splitting the player base. See DiRT 4 for a recent example of how this strategy failed miserably.I think Pd could please everyone if they had some sort of “full sim” mode for single player. Maybe even a dedicated “full sim” daily race.
I think the size had a lot to do with it as well. Polyphony had spent the last 15 years cultivating the idea that a Gran Turismo game is this epically scaled experience with the most cars and tracks of any game on the market. The last "small" mainline Gran Turismo had been GT3 in 2001. There were/are people playing GTS that weren't even born when GT3 came out, all they know is massive GT games.That's why the stigma exists. Personally I don't care whether people call it real or not, the playing experience was 100% a Gran Turismo game, and people's offline comments have no effect on the in game play.
They've tried it. GT5P had Standard and Professional physics, and GT5/6 had Skid Recovery Force. Apart from the problems of splitting playerbase, by having multiple physics systems you're implicitly admitting that one of them is less realistic in a game that prides itself on it's realism. It's one thing to have assists, everyone is familiar with those from real life. It's another thing to change the physics rules entirely, people either hate it because they can't drive the "real" physics or they hate it because the "noob" physics is too easy/has an advantage/encourages bad driving/has intimate relations with your mother.I think Pd could please everyone if they had some sort of “full sim” mode for single player. Maybe even a dedicated “full sim” daily race.
….make it something you don’t have to do if you don’t want to. You could even make it available on only gr.3, gr.4, and maybe a few other select race/road cars to save on the coding.
Once again, making the physics more realistic is not going to make the game less accessible. The opposite is true when it comes to fundamental issues like FWD cars and how they handle. Making those more realistic is absolutely going to make things better, given that the vast majority of people around the world only drive FWD cars.The moment that GT goes full hardcore sim is the moment it burns off the majority potential users/players.
The "entry-level" physics are part of the ease of accessibility which one of the main reasons why the series has been successful. You really think all 9.5million users (estimate from Feb 2021) are all hardcore sim racing enthusiasts? Don't let the echo-chambers fool you into thinking it's a majority.
Especially when you consider there have been controller players in live GT events too.Oh boy. This is soo wrong on soo many levels and I simply cannot understand how you've come to these conclusions. Not all controller users are erratic and not all of them cause crashes. Do you honestly believe that all wheel users are clean drivers? I've raced against some pretty bad wheel users in my time and beaten them! I've been praised for my abilities on a controller despite the fact that I'm disabled, so what you're saying is totally false and laughable.
.Once again, making the physics more realistic is not going to make the game less accessible. The opposite is true when it comes to fundamental issues like FWD cars and how they handle. Making those more realistic is absolutely going to make things better, given that the vast majority of people around the world only drive FWD cars.
Physics aren't the only reason rFactor2 and on that matter, every other high-level racing simulator (Asseto Corsa, Automobilista, Raceroom to name a few) has generally poor sales compared to the big AAA titles out there a.k.a. Forza, Gran Turismo and Need For Speed.By that (baseless sim-racing echochamber) logic, rFactor 2 will have also sold more than 5 million copies...
...oh wait, it hasn't.
Pad optomisation is absolutely a big issue for a lot of these sims, they tend to play to their market and optomise for wheel users first and foremost. Sure, there are ways in some of these games to tweak settings and files to make pads or even keyboard and mouse control much more user friendly, but the average gamer isn't likely to know or be inclined to do all of that.Secondly, they don't make a good first impression to the casual gamer, and i would say this is where pad optimization comes in because in most of them, if not all, it is at the very least, terrible. Give someone a controller to play Raceroom and they are not going to touch that game again. Combine that with the lackluster graphics and the boring UI designs and it becomes obvious why most people would choose Gran Turismo over rFactor if you put them side by side.
The proof is not in the pudding, you've failed to provide any proof what-so-ever, only an opinion framed as proof. Pad users make up the vast majority of players, to suggest 10 out of 11 of those drive erratically is just nonsense franklly. Either find proof or move on, just because you aren't smooth with a pad doesn't mean others aren't.I’m all for making games optimized for controllers. Even if that does give them aides. Once you get to a certain level (from an online racing point), there’s only so much you can do with a pad…. With the exception of a few select aliens. Which brings me to my next point. Pad drivers being erratic is 110% the rule. Sure, there are some really fast pad players out there, along with non-erratic pad players. But for every one of them, there’s at least 100 who aren’t. The proof is in the pudding. When I watch back a replay that I did on my ds4, I can instantly tell. My movements are not very smooth whatsoever. I’m always making finite adjustments. Does that mean ds4 players should be penalized and subject to lack of aides? Of course not!!! That would be mechanically slow of PD to not optimize GT7 for pad play while giving us ivory tower wheel users what we want .
I've no idea how you've made that leap from what I said.By that (baseless sim-racing echochamber) logic, rFactor 2 will have also sold more than 5 million copies...
...oh wait, it hasn't.
Driving simulators by their nature will not attract casuals in the same way that GT and Forza does. And they shouldn't have to because the sim racing community is extremely dedicated. However I got my start in GT so I still pay attention to it, despite the shortfalls in the physics department. I know that it won't be on the same level as Assetto Corsa but that doesn't matter if the game is fun to play.Physics aren't the only reason rFactor2 and on that matter, every other high-level racing simulator (Asseto Corsa, Automobilista, Raceroom to name a few) has generally poor sales compared to the big AAA titles out there a.k.a. Forza, Gran Turismo and Need For Speed.
First of all, there is BARELY any kind of promotion and/or marketing from the part of the devs. Raceroom and rFactor have made some attempts via various racing series, DTM and WTCC for instance, but those are pretty niche to begin with.
Secondly, they don't make a good first impression to the casual gamer, and i would say this is where pad optimization comes in because in most of them, if not all, it is at the very least, terrible. Give someone a controller to play Raceroom and they are not going to touch that game again. Combine that with the lackluster graphics and the boring UI designs and it becomes obvious why most people would choose Gran Turismo over rFactor if you put them side by side.
I have all three, not sure what the relevance of the question is though.Quick question how many people actually have GTS AC and ACC and play them regularly?
I was going to ask with similar cars and track how are your laps times compared to all three or even just Ac and GTS because those have more variety of cars.I have all three, not sure what the relevance of the question is though.
Interesting idea, I can't say I've put any effort into using matching cars for the purpose of comparing lap times between them. But most of my AC content is mods, granted many are fantastic quality but they weren't created by Kunos.I was going to ask with similar cars and track how are your laps times compared to all three or even just Ac and GTS because those have more variety of cars.
I play GTS occasionally and AC a little less. Comparing lap times, I’m usually a lot faster in GT compared to AC, though a lot of that is probably due to the controller settings being pretty poorQuick question how many people actually have GTS AC and ACC and play them regularly?
I think you will find this video interesting. David Perel doing real life vs ACC vs GTS vs iRacing.I was going to ask with similar cars and track how are your laps times compared to all three or even just Ac and GTS because those have more variety of cars.
I think you will find this video interesting. David Perel doing real life vs ACC vs GTS vs iRacing.
Edit: I might add that David is (was?) a consultant to Kunos and is a fan of GTS as a whole although he has criticized the physics. He is not much of a fan of iRacing.
I think you will find this video interesting. David Perel doing real life vs ACC vs GTS vs iRacing.
Edit: I might add that David is (was?) a consultant to Kunos and is a fan of GTS as a whole although he has criticized the physics. He is not much of a fan of iRacing.
Doesn't like the tire model if I remember correctly.What's his beef with iRacing?
I think you will find this video interesting. David Perel doing real life vs ACC vs GTS vs iRacing.
Edit: I might add that David is (was?) a consultant to Kunos and is a fan of GTS as a whole although he has criticized the physics. He is not much of a fan of iRacing.