Gran Turismo Sport: General Discussion

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They didn't include any of them? Really? I'm pretty sure I saw some

Ok technically some did but the only carry overs from GT6 are the DLC cars and a handful of others which are highly likely to have already been made with their "new" modelling method. The other ~380 however, that were only "premium" and made with the old modelling method, have not carried over. Nobody asked for or expected that.
 
Ok technically some did but the only carry overs from GT6 are the DLC cars and a handful of others which are highly likely to have already been made with their "new" modelling method. The other ~380 however, that were only "premium" and made with the old modelling method, have not carried over. Nobody asked for or expected that.

Have they specifically addressed that 'no normal premiums and this is why' issue though?
Do you have a source for this?

Maybe they're just being held back for DLC...
 
Have they specifically addressed that 'no normal premiums and this is why' issue though?
Do you have a source for this?

Maybe they're just being held back for DLC...

No they haven't said why but they do say that they're all built from the ground up which rather implies the ones not re-built are not going enough for some reason. I was just going by the theory that the ground-up models were done differently because if they weren't there is no logical reason not to include the premiums.

I don't think holding them back as DLC is going to go down too well if they don't even try to claim they're remodelled or re-worked in some way. If they were identical to their GT6 models then that really would be a truly rare case of a dev holding content back for DLC. I can't see PD trying that.
 
No they haven't said why but they do say that they're all built from the ground up which rather implies the ones not re-built are not going enough for some reason. I was just going by the theory that the ground-up models were done differently because if they weren't there is no logical reason not to include the premiums.

I don't think holding them back as DLC is going to go down too well if they don't even try to claim they're remodelled or re-worked in some way. If they were identical to their GT6 models then that really would be a truly rare case of a dev holding content back for DLC. I can't see PD trying that.

Ah OK, so maybe as @sems4arsenal suggested, maybe they were being held back for remodelling, perhaps for damage purposes, livery editor purposes, or who knows what else...

I can't imagine they're being 'abandoned' as some are assuming.
 
I can't imagine they're being 'abandoned' as some are assuming.

It's hard to know, because Polyphony made such a song and dance about them being future proof during the PS3 generation. Here we are in the future, and for whatever reason they're not proof.

There's a bunch of potential explanations for it, but they all have some elements of "well, why did you do that?" to them.
 
Ah OK, so maybe as @sems4arsenal suggested, maybe they were being held back for remodelling, perhaps for damage purposes, livery editor purposes, or who knows what else...

I can't imagine they're being 'abandoned' as some are assuming.

Well we can't really know the answer to that without knowing just what the differences are and if they can eventually be adapted/converted to match the new models, in whatever areas are currently different. It's been speculated the difference is 'Physics Based Rendering' but I personally don't know anything about how that works and if any models can be 'converted'.
 
Well we can't really know the answer to that without knowing just what the differences are and if they can eventually be adapted/converted to match the new models, in whatever areas are currently different. It's been speculated the difference is 'Physics Based Rendering' but I personally don't know anything about how that works and if any models can be 'converted'.

Ah yes, I remember the techy chat about that - it flew mainly over my head too.

But generally speaking, I hope there is a good reason for their (at least initial) non-appearance in GTS.
 
They didn't include any of them? Really? I'm pretty sure I saw some

They claim to have redone every model from scratch, even giving the Evora example which was a very well done Premium before with many interior and wheel specs available.

Generally I'd guess it's mostly touched up Premiums due to some of the outdated models and lack of cars new to GT but the official marketing stressed that every car has been built from the ground up.
 
If, for example only, GTS released campaign DLC like Driveclub, would you offline-guys be happy?

Is this enough? Or do you just want the normal GT offerings only?

If not, what?

(So many questions!)
I think you're missing the gist of the discussion here. People are throwing up excuses as to why there can't be an offline career. None of them are valid IMO. Technical advances in online connectivity, the game won't sell, other games are going online etc. Those aren't reasons why you can't have an offline career. It's pretty simple. Kaz decided this is the way the game is going to go and that's it. It's his new vision.

If it were up to me, I'd have both the online and offline career, much better AI and options for the play to go completely sandbox or have an economy through the offline career that actually makes sense and has a true sense of progression and where winning isn't necessary to advance quickly and fairplay is rewarded handsomely. For example, having a clean, no contact race where you finish 4th might contain enough bonuses that you'd win as much money as if you won the race but crashed your way to the front. Progressive rewards for clean racing. Make winning cleanly the ultimate way to progress. Make it a rewarded element of gameplay and people will adapt, bring the same reward mechanic to online along with the driver rating system and people will adapt.
 
For me it's a case of I don't really know what I want until it's offered to me. That's why I'm not a game designer and PD is. All I do know is that I do not want a copy/paste of GT1-6 offline career, I've said that a few times, but what I wanted to see from PD was to move forward. I wanted to see something fresh, something interesting and maybe even innovative. What they've offered so far is none of those things to me. The Campaign Mode is essentially a mixture of what we've always had since GT1 or GT4 in the case of missions. As a whole there is nothing new or interesting there.

I'm not a social, online gamer. I never will be, that is just my personality and preference. Until gaming entirely moves away from offline, solo experiences entirely I shall always be disappointed when games do not include this, or do so in limited capacity.

There is still scope for a great solo Gran Turismo experience. If PD are not going to deliver it with GTS on day one I hope it does come later, in some form. Otherwise my interest in this series is going to completely disappear no matter how much they improve other aspects.
 
I think you're missing the gist of the discussion here. People are throwing up excuses as to why there can't be an offline career. None of them are valid IMO. Technical advances in online connectivity, the game won't sell, other games are going online etc. Those aren't reasons why you can't have an offline career. It's pretty simple. Kaz decided this is the way the game is going to go and that's it. It's his new vision.

If it were up to me, I'd have both the online and offline career, much better AI and options for the play to go completely sandbox or have an economy through the offline career that actually makes sense and has a true sense of progression and where winning isn't necessary to advance quickly and fairplay is rewarded handsomely. For example, having a clean, no contact race where you finish 4th might contain enough bonuses that you'd win as much money as if you won the race but crashed your way to the front. Progressive rewards for clean racing. Make winning cleanly the ultimate way to progress. Make it a rewarded element of gameplay and people will adapt, bring the same reward mechanic to online along with the driver rating system and people will adapt.

No missed gist.

Your 2nd paragraph is what I was after.
Some good suggestions in there! I like the fair play bonuses to the offline career races. Or you could penalise players who try to crash their way to the front. Make it as close to impossible as possible, as it were.
 
I almost forgot about the "exclusive" livery editor bits tied to the Collector's Edition. I wonder if it will function like the paint shop in GT5... :scared:

2cyp88.jpg


Yeah, they're not going to do a Real Racing 3 on us.

They better not, though I doubt they will. If they do, prepare for a lot of this:

tumblr_inline_mqhj1iqVts1qz4rgp.gif


*Martini Racing Porsche livery intensifies*

I'm not too confident on the Porsche part.
 
You may not remember the credits situation at the start of GT6.

http://kotaku.com/you-can-spend-140-on-one-car-in-gran-turismo-6-1476706210

The reason that they failed is largely the money glitch.

http://gamerant.com/gran-turismo-6-free-money-glitch/

I wouldn't say that they microtransactions in GT6 were mild. I'd say that they were just unfortunately (or fortunately) undermined by a programming error. That was fixed and they then reintroduced the daily bonuses.

http://www.pushsquare.com/news/2013/12/gran_turismo_6_patch_v102_makes_accruing_credits_a_breeze

There's evidence that they tried reasonably hard to push the credits microtransactions, but they got unlucky and it didn't work so they ditched the idea almost completely for GT6.

I expect them to try again in GTS, especially with it being mostly online. That there are preorder bonuses of credits means that there will almost certainly be a microtransaction to buy credits. The only question is how much they alter the economy to push sales of microtransactions.

It's true that they had credits available to purchase at ridiculously high prices in GT6, yet they weren't ever heavily promoted within the game, and it was still fairly easily to obtain money at the game's launch.

There's no real indication that PD will push microtransactions harder in GT Sport than in GT5 and 6, considering that they were pretty much phased out of GT6, with high seasonal event payouts and daily bounses being reintroduced as you mentioned.
 
It's true that they had credits available to purchase at ridiculously high prices in GT6, yet they weren't ever heavily promoted within the game, and it was still fairly easily to obtain money at the game's launch.

From memory it topped out at a couple million an hour at launch, although obviously with login bonuses and appropriate seasonals that changed.

10 hours grinding to earn one car seems like a lot. It's true that most cars don't cost 20 million, but there's quite a few that do and they're pretty desirable. I think it's a clever way to push the microtransactions, the stuff is technically available but it's a lot of work for your average Joe. That might be all their gaming time for a week.

There's no real indication that PD will push microtransactions harder in GT Sport than in GT5 and 6, considering that they were pretty much phased out of GT6, with high seasonal event payouts and daily bounses being reintroduced as you mentioned.

I actually think it was an oddity that they brought in high paying seasonals and daily bonuses. Those things were in GT5, so why not have them at launch? I suspect that they planned to put them in later after they'd milked the whales early on. The credit glitch simply meant that probably most people already had more money than they knew what to do with, so they might as well get the bonuses out early.

Of course, it could have been the plan all along to release the daily bonuses when they did. We'll never know. But I'll be very, very surprised if we don't see microtransactions return. This is something that Polyphony has been trying to do since GTHD.

The bright side is that they're not very good at either microtransactions or DLC. So we're probably safe. ;)
 
Personally, I don't find the usual GT formula boring yet. GT games don't come out frequently enough for me to get tired of it. Besides AI, my problem with the career modes in GT5 and GT6 is how short and shallow they are compared to GT4, and even GT3.

One of the biggest flaws with the campaigns in GT5 and GT6 is that neither game took advantage of their 1000+ car rosters to make a large number of events. GT5 and GT6 could have easily been bigger than GT4 in this regard with enough work.

The second issue is how short the events and races themselves are. The events in GT3 and GT4 had at least 3 races and some went up to 10. On the other hand, some events in GT5 had only two or even just one race. GT6 was better in that area, but the races themselves were still too short. For example, the Super events in GT6 (that were supposed to be passed off as "endurance" races) were the length of your of average race in the Professional League in GT3. GT3 had a lot of races late game that were 10+ laps with tire wear enabled. And I liked these longer races because they actually gave pit stops a purpose, while in later games they're rarely used.

All that being said, I still wouldn't mind GT going in a new direction but not in the way Sport is seemingly headed. I've said it before, but ever since GT5, Kaz seems to have put offline racing on the back burner more and more.
 
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That reminds me that I haven't touch career mode in GT6 since long time ago, maybe mid 2014, I'm still on International A with many events still need to be done. I spent most of my time making replicas instead, and just drive ( usually at least 200km on each car I bought ), as well as hosting online track day/testing lobby, cruising or club races.
 
Watching races at Tokyo reminds me of playing Hard Drivin in the arcade. Many rolls of quarters were spent. How else was a 10yr old going to learn to drive stick without either being arrested, or never hearing the end of it when the clutch starts slipping... Real good game for it's day.

A lot could be learned today from how simple, yet addicting it was.
 
I actually think it was an oddity that they brought in high paying seasonals and daily bonuses. Those things were in GT5, so why not have them at launch? I suspect that they planned to put them in later after they'd milked the whales early on. The credit glitch simply meant that probably most people already had more money than they knew what to do with, so they might as well get the bonuses out early.

Of course, it could have been the plan all along to release the daily bonuses when they did. We'll never know. But I'll be very, very surprised if we don't see microtransactions return. This is something that Polyphony has been trying to do since GTHD.

The bright side is that they're not very good at either microtransactions or DLC. So we're probably safe. ;)

Or perhaps they don't want to go overboard with the inclusion of microtransactions, as seen in games like GTA V, where Rockstar makes the new vehicles more expensive to push the sale of Shark Cards, and tries to make it harder to grind in-game money, but you could be right. We don't about PD's feelings towards microtransactions, nor we don't know how much they will implement the into GT Sport, but given the way we've seen them used in previous games, I think there's other issues in GT Sport that I would be more worried about than this.
 
That reminds me that I haven't touch career mode in GT6 since long time ago, maybe mid 2014, I'm still on International A with many events still need to be done. I spent most of my time making replicas instead, and just drive ( usually at least 200km on each car I bought ), as well as hosting online track day/testing lobby, cruising or club races.
I'm still on I-B
I Can't be bothered with it, at all.
Seasonals and a few quick-matches have my bank balance up to some stupid amount that I'll never spend.
And like you, just jumping in a cool car on comfort or SH tyres and driving it in Arcade mode.

1200 to 130. Nobody asked for such a huge drop. Nobody asked for them to remove all the premium cars. Oh and yes, that is exactly the other extreme. What else would you call a 90% decrease?

I'd call it removing the Skylines from the game..?
 
It should be easier than conversion from standard to premium or semi-premium in GT5/6 was. Personally, I'm positive than many people wouldn't notice difference between a premium from GT6 and one from GTS.

It is actually unbelieveable how they plan on removing cars that would quality-wise blend in perfectly, yet they were extremely persisting in keeping the standards for more than 6 years.
All of them? They didn't include ANY of them. Yes, some of the earlier models are a little shoddy but the vast majority needed a minor touch up at the most.

Yes, some of the premium cars will be carried over to the GTS.
But, it is hard to rework a lot of the rest of the premium cars.
Time is not enough, the over 300 premium cars to super-premium cars.

In addition, if they are to improve the sound, it will be necessary to actually prepare the cars again.
It is very difficult.
 
Personally, I don't find the usual GT formula boring yet. GT games don't come out frequently enough for me to get tired of it. Besides AI, my problem with the career modes in GT5 and GT6 is how short and shallow they are compared to GT4, and even GT3.

One of the biggest flaws with the campaigns in GT5 and GT6 is that neither game took advantage of their 1000+ car rosters to make a large number of events. GT5 and GT6 could have easily been bigger than GT4 in this regard with enough work.

The second issue is how short the events and races themselves are. The events in GT3 and GT4 had at least 3 races and some went up to 10. On the other hand, some events in GT5 had only two or even just one race. GT6 was better in that area, but the races themselves were still too short. For example, the Super events in GT6 (that were supposed to be passed off as "endurance" races) were the length of your of average race in the Professional League in GT3. GT3 had a lot of races late game that were 10+ laps with tire wear enabled. And I liked these longer races because they actually gave pit stops a purpose, while in later games they're rarely used.

All that being said, I still wouldn't mind GT going in a new direction but not in the way Sport is seemingly headed. I've said it before, but ever since GT5, Kaz seems to have put offline racing on the back burner more and more.

GT5, GT6 career mode is certainly less, has been simplified.
various points friendly to beginner, But they are not enough for the people of the main content.
Maybe it GTS is also the same.
I think that fits endurance race of GT6 for no people of beginner and time.
But, I thought may be a endurance race like the GT5 in another content as in the Red Bull.

Have to play another game, the countries of people other than Japan is, think, try, tend to prefer those that challenge.
But, the Japanese do not have a lot of time, they tend to prefer the content of ensure the success and short time.
 
Ok technically some did but the only carry overs from GT6 are the DLC cars and a handful of others which are highly likely to have already been made with their "new" modelling method. The other ~380 however, that were only "premium" and made with the old modelling method, have not carried over. Nobody asked for or expected that.

They claim to have redone every model from scratch, even giving the Evora example which was a very well done Premium before with many interior and wheel specs available.

Generally I'd guess it's mostly touched up Premiums due to some of the outdated models and lack of cars new to GT but the official marketing stressed that every car has been built from the ground up.

I see. GT6 Models were actually pretty amazing thou
 
The remodeling of cars seems to surround their leaning on the tessellation a bit more.

Not all cars in GT6 used the tessellation in the first place, and I guess once they realised they could really up the poly count for PS4 (and, because of the way the meshes are stored, have no memory penalty on PS3 by only streaming out to a certain detail level in-game), they presumably went all-out from that point forwards.

The adding of tessellation to all models is not trivial, but can be partly automated; the interiors are the real challenge. I hope PD find a way of not throwing away the work they did on Premiums; if that takes time, so be it.

Similarly, what of the semi-Premiums / "upgraded" Standards? Were they the start of a long project, or were they simply a short-lived experiment? It's hard to tell if they use tessellation or not.
 
Yes, some of the premium cars will be carried over to the GTS.
But, it is hard to rework a lot of the rest of the premium cars.
Time is not enough, the over 300 premium cars to super-premium cars.

In addition, if they are to improve the sound, it will be necessary to actually prepare the cars again.
It is very difficult.

Nonsense. The premium cars do not need reworking at all for the most part. We've been swooning over the insane level of detail on them since GT5, they would not look out of place on PS4 at all, as Kaz himself even told us. They were future-proof.

As for sound, totally irrelevent. The 3D model has nothing to do with the sound, you could make a square box sound perfectly realistic if you wanted to.

But, the Japanese do not have a lot of time, they tend to prefer the content of ensure the success and short time.

Holy generalisation Batman!
 
Kaz himself even told us. They were future-proof.

I think we can all agree that this was marketing speak and not the literal actual truth.

As for sound, totally irrelevent. The 3D model has nothing to do with the sound, you could make a square box sound perfectly realistic if you wanted to.

And the sound isn't irrelevant at all. They are reworking all the cars in the game with a new sound designer. Most of these premiums didn't have correct or well-implemented sound, as is routinely mentioned. Recording all the sound for one car is very, very time-consuming and most likely very expensive, so yeah, to do all the sound properly for these cars is a hell of a lot of work, and thus, time. Maybe this heavily contributed to the decision to drop a lot of them for GTS. It's worth considering at the very least.
 
I think we can all agree that this was marketing speak and not the literal actual truth.
Which other statements are marketing speak?
And the sound isn't irrelevant at all. They are reworking all the cars in the game with a new sound designer. Most of these premiums didn't have correct or well-implemented sound, as is routinely mentioned. Recording all the sound for one car is very, very time-consuming and most likely very expensive, so yeah, to do all the sound properly for these cars is a hell of a lot of work, and thus, time. Maybe this heavily contributed to the decision to drop a lot of them for GTS. It's worth considering at the very least.
Sound is irrelevant when you're talking about the 3D model which is what he was talking about. So how very, very time consuming is it to record the sound for one car? How expensive is it?
 

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