Gran Turismo Sport: General Discussion

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Hero car possibilities ;)
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That's my design tho, but since GTS's rooster is still halfway with 500 cars + to be revealed, why not?? :lol::lol:
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Those who love walls of text. Here it is. Its the impression from John Sabol of ISRTV during E3 and Private media event. There maybe some hearing error but i tried my best. All rights reserved to John and ISRTV.

So my first impression of GT sport ended up pretty mixed, had fun, but slightly mixed about the feel of the car.

Day 2 , I get to drive GTS some more and listen to in-depth presentation by the big guy himself. KAZ, and the Q&A afterward, the presentation by KAZ was standard fair, hitting the major new feature of GTS, these feature include 140 cars that are built from the ground up that are divided into 4 group, gr1, 3, 4 and N. consisting prototypes, gt3 cars, gt4 cars and production car. The track list was also highlighted as well which include 19 locations, and 27 layouts. Although we weren’t give any new info we didn’t know and we are still limited to the track that has been unveil, which include brand hatch, Nordschleife, Tokyo Expressway, Willow spring and Northern isle speedway.. KAZ spent plenty of time going over the Photomode which looks extremely extensive, something which he excited about , for myself, I say it looks lovely and im sure many people will enjoy it but it is not exactly my cup of tea and I little more interested in the on track action myself. Some newer bit of information that didn’t come out during the presentation was the new online matchmaking based system, that matches you against other driver based on your talent and how clean you race. Which sound like another type of system that we know very well, in the sim world ( Iracing). Now this isn’t the first implementation of this type of system on the console as Forza Motorsport 6 unveil a similar sounding system last year , with that said it is debatable how well does work in Forza and it will be interesting to see how well it works in GTS.

During my Q&A session with KAZ , I did ask him whether you will be notify right away if you make a mistake or drive off the track or hit someone , and he said you will not , but at the end of each race you will see your incidents and how that affects your ranking. The last part of the presentation focus on the nations and manufacturers cup, explaining how the better driver of different nation will race each other in the final event against one and another and that all these major races will be broadcast in the future along with a lot of other races that will be broadcast by GTS. KAZ also spoke about the professional new licensing will be in GTS, in selected country , essentially you will be able to earned a FIA driver license through playing the game if you live in a country which been approve , currently there is only 22 country but KAZ believe more will signup by the time GTS launched. All I know is if anyone is getting the official license given to them based on a videogame that I hope they will be racing with wheel and pedal set and not a Playstation controller .





After the presentation I jump over onto the rig or I guess I should say one of the T300rs clamped to the desk , and did a couple of races against the AI. Before I started driving I was told that this is the latest and greatest build for GTS, and it is much newer than the version I drove the day before at E3,and boy did I see a difference , the physic of the new build was much more predictable allowing me to really hit my mark ,and by predictable I don’t mean dumb down , I mean that it was much easier to find the limit of the car. The day before I didn’t know where the limit were at and it was very easy to overstep and I was just have to be really careful. On day 2 I was able to push the car a lot more because this intuitive confidence in me and I knew how far I could push it before I would go too far , in fact the physics remind me quite abit of Assetto Corsa’s physics on pPS4which I had driven the day before as well. Also other than physics there are couples of other topic that I would want to touch on. First are the graphics, GTS right now is kinda interesting, sometimes it looks really really good , and other time not so much.

Overall the graphic when driving look really good, interior looks good , and everything you seeing outside the environment, other cars , overall looks pretty crisp. But for some reason, when you go to the Replay TV Camera, the car all suddenly don’t have anti aliasing going on at all, with a lot of sharp line and jagginess on edges of the car. The environment , the track, the grass the tree, don’t have it nearly as much, and part of that is due to the use of motion blur that help to cover some of that up. For some reason right now the cars just don’t look great from certain camera and angle. Hopefully this will be updated through optimization before GTS become available in November.

Now let’s get to the elephant in the room, and those are the sound, as prior to going to this event, I was given some thumbnails with whole bunch of images and b-roll. I had to say about the sound I had mixed feeling on the sounds. I think the engine note are good, I think they are much better than past effort from GT that all sounded like they were vacuum cleaner but I do think that the engine note are pretty good. Could be better? Sure but right now I give them a good grade. What I don’t care for so much right now is the tire squeal. It’s the same sound that been in GT for years and the high pitch whine just sound awful. Now I’m cautiously optimistic because they are working on the sound and even when it comes to the engine note a lot of those had change from the London launch to now the E3 content,so I am hopeful there will be more progress on the sound , especially that tire squeal sound and hopefully by launch that is all new and get rid of this old tire squeal that never sounded good.




Something else that you might have noticed in my races and have been unfortunately a GT problem for years is the bumper car. So after running a handful of races and knocking the AI or even other people on the multiplayer race, I had to ask KAZ whether there will be damage , and he ensure me that yes there is gonna be damage . I don’t know if it is still not developed yet , I don’t if they had it off for all this E3 activity , like I said, I thought I was on the latest and greatest build but maybe the latest and greatest build that we were trying isn’t the latest and greatest built in-house with everything unlocked. I’m not sure but I’m sure there will be damage now but how evolved that damage will be is anyone guess at the moment but this bumper car that we are seeing hopefully won’t be the status quo when the game is launched in November.

Final thoughts. I think the biggest takeaway I give for GTS is it takes itself really seriously. Compare to previous Gran Turismo title, this is a pretty stripped down no thrill version . This is really about turning you into a better driver and potentially turning you into a real world driver either through something like GT academy or through getting you a FIA license so you can go out and do it yourself in your home country. Talking with KAZ after the presentation only confirm more of this thoughts even for me , and in conversation we talked about how GTS will be triple screen compatible , we talked about how great the FOV is in GTS , how they did such a good job getting a proper driver position which is really nice. I did ask him if we will be able to adjust the FOV or maybe adjust the seats, and he didn’t really give me a yes or a no. So maybe there will be an option but I will say the standard in car view is really good. and then also I didn’t even ask him this, he brought up the new what we think direct drive wheel from Thrustmaster that’s gonna be the next GT branded wheel and talked about how this is the first wheel that he tried with GT where he doesn’t see any clipping and how excited he is about the fans getting hold of this wheel and it feels so natural. And btw he did use the term “direct drive” so where there is smoke, there is fire . But everything about GTS is very focus , dare I say very “sim-like” All that normal stuff that we have come accustomed to as sim-racer , the experience is very sim-like , the latest build physics I drove felt sim-like , the focus on licensing and event that make u a better driver feel sim-like, the racing online against your peer felt sim-like , even though we will see how well that is executed as one thing is to say that but to executed that is another thing. The premise of GTS is very sim-like and serious, which can be awesome or awful. If all goes well, GTS will take people who are a little more arcade racer and make them more serious about their craft and make them focus on what they are doing and becoming better driver maybe give them some of that competitive juice worked up in them and have them to go race online, having them joined these manufacturer event, or nation cup event. All these sim-racing focus can turn people on or off , there could be a lot of people out there want a little more arcade experience , want to spend a little more time upgrading car and playing around and kinda thing that Gran Turismo had always done , then GTS is kinda stripped some of that stuff away .. I certainly hope that GTS pushes people toward the former and not the later . But as of right now, its anyone guess. With that said , I am hella lot more bullish on GTS now after driving it than I was going into E3. I think if the has a lot of potential and if the physics continue to moved in the direction that I felt on day2 versus Day1, then I think this can be a really solid game for PS4 owner and I certainly hope that it does drive more people to the more serious side of sim-racing world we had inhabited.


Highlights of the impression
-nice graphics during racing, lousy during replay
-Handling similar to Assetto corsa on PS4 during E3
-Tire squeal are stupid , sounds are ok
-matchmaking need to proved it's self-worthiness after launched
-Wont be notify immediately after you crashed into someone, drive off track but you can see your incidents after race finished and how it affect sportmanship ranking.
-In Car Cam FOV are good. FOV adjustment are either present or not present.
-Damage model is anyone guess.
-Triple Screen Compatibility ( not a new feature)
-Thrustmaster wheel is Direct Drive. No FFB clipping according to KAZ
 
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-Wont be notify immediately after you crashed into someone, drive off track but you can see your incidents after race finished and how it affect sportmanship ranking.

This one is a big mistake I think. Of course, a summary after the race is great and an important thing, but if you want people to improve then they also need immediate feedback when they're making mistakes.

If you're learning to drive it's a lot harder if you go for a 10-15 minute drive and then you're only told at the end what you did wrong. Far better that your instructor corrects you as you go, and reminds you every time you make the same mistake.

I imagine that they don't want to discourage people while they're driving, but it's unavoidable. Good feedback is far more valuable than warm fuzzies.
 
This one is a big mistake I think. Of course, a summary after the race is great and an important thing, but if you want people to improve then they also need immediate feedback when they're making mistakes.

If you're learning to drive it's a lot harder if you go for a 10-15 minute drive and then you're only told at the end what you did wrong. Far better that your instructor corrects you as you go, and reminds you every time you make the same mistake.

I imagine that they don't want to discourage people while they're driving, but it's unavoidable. Good feedback is far more valuable than warm fuzzies.


Spot on.And to add to that,there must be some kind of penalty system (when you go over track limits or when you push others off track for example) and to be notified at the spot and not after the race is over.If there is not such a thing then many people not only will not drive in a clean manner but they are going to use "non existance" system for their advantage in order to be faster.
 
This one is a big mistake I think. Of course, a summary after the race is great and an important thing, but if you want people to improve then they also need immediate feedback when they're making mistakes.

If you're learning to drive it's a lot harder if you go for a 10-15 minute drive and then you're only told at the end what you did wrong. Far better that your instructor corrects you as you go, and reminds you every time you make the same mistake.

I imagine that they don't want to discourage people while they're driving, but it's unavoidable. Good feedback is far more valuable than warm fuzzies.
I'm a little undecided on this one, as I see two side of the coin here.

For those of us somewhat experienced and accomplished with driving games, where we tend to challenge ourselves more than the game being a challenge, instant notification of what the game deems 'breaching the rules' would be welcomed.
For newbies or casuals, constantly being told many, many times in a race that they 'hit wall, hit car, hit car, off track, hit car etc. etc.' could be extremely irritating.

So on a personal level I'm with you.
As a general rule to be implemented for all players that will play GTSport, I guess I'm happy to suck it up and wait and look back at the race result after the fact to see how many times I made errors, and what they cost me.

The option for 'instant' or 'delayed after the race' notification could possibly suit everyone.
But it's probably unlikely we will get that choice.
 
Accidents,contacts ext are going to happen no matter how experience one has.Even the best can make a mistake here and there.The real question is how the ingame racing rules will let people abuse the "whatever" penalty system.Contact is not the only thing that can define someone as clean or "not clean" player.What about leaning/pushing others off track,brake checks,track limits/cutting corners?Is the game gonna let people abuse them or not?Is it going to be a penalty for doing so?And if yes,what about the finishing place of the abuser?Is it going to be affected by "not clean" racing and how?
This is a big discussion imo and the "penalty system" of any sim type racing game (when there is one that is) cannot be just a "notification after the race" but should have immediate effect in the race.
 
For newbies or casuals, constantly being told many, many times in a race that they 'hit wall, hit car, hit car, off track, hit car etc. etc.' could be extremely irritating.

It's true, but waiting to tell them until after the race is over isn't doing them a favour. Instead of giving them instant feedback that they can use to correct their driving, it's being saved up into one big bundle after the race.

I assume also that it will have a DQ system if you get too many incidents, because iRacing has one and it's good for getting crashers off the track. If you're not being notified you have no idea how close to DQ you are. I'm happy to drive aggressively normally and push track limits from time to time, but if I'm on 16/17 incidents I want to know so that I can drive safe and not get DQ'd for a stupid off-track.

Real race drivers are told as soon as physically possible that they're assigned a penalty or are receiving warnings. The game should be the same, and with most of the "stewarding" being done by computer the notification can be immediate.

I'd really like to see Polyphony do a full in-depth run down of the penalty and stewarding system. What penalties are available, when are they given, how are they served, and so on. It's a key system for an e-Sport level racing game.

The best thing that will make you avoid to contact is real damage.

Not really.

You'll notice that real racing doesn't rely simply on damage because it's entirely possible that dangerous driving doesn't necessarily result in significant damage. The stewards still want to discourage that type of driving, and so consistent penalties are assigned that are independent of damage.

Damage is an additional incentive and plays and additional role in determining what amount of risk the driver is willing to accept for certain moves, but it's not sufficient punishment on it's own. If there's only damage, the race turns into a demolition derby with everyone trying to put the opponent in the wall without suffering too much damage themselves.
 
Accidents,contacts ext are going to happen no matter how experience one has.Even the best can make a mistake here and there.The real question is how the ingame racing rules will let people abuse the "whatever" penalty system.Contact is not the only thing that can define someone as clean or "not clean" player.What about leaning/pushing others off track,brake checks,track limits/cutting corners?Is the game gonna let people abuse them or not?Is it going to be a penalty for doing so?And if yes,what about the finishing place of the abuser?Is it going to be affected by "not clean" racing and how?
This is a big discussion imo and the "penalty system" of any sim type racing game (when there is one that is) cannot be just a "notification after the race" but should have immediate effect in the race.
I think most of us here will know when we make an error.
What may take some time is understanding how those errors effect our stats.

As far as the rules governing sportsmanship points, and therefore part of the equation as to who you will be matched with for Sports Mode racing, has been described via his image.

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I'm a little undecided on this one, as I see two side of the coin here.

For those of us somewhat experienced and accomplished with driving games, where we tend to challenge ourselves more than the game being a challenge, instant notification of what the game deems 'breaching the rules' would be welcomed.
For newbies or casuals, constantly being told many, many times in a race that they 'hit wall, hit car, hit car, off track, hit car etc. etc.' could be extremely irritating.

So on a personal level I'm with you.
As a general rule to be implemented for all players that will play GTSport, I guess I'm happy to suck it up and wait and look back at the race result after the fact to see how many times I made errors, and what they cost me.

The option for 'instant' or 'delayed after the race' notification could possibly suit everyone.
But it's probably unlikely we will get that choice.

I agree on the constant intrusions, could be annoying, especially on those (hopefully rare) occasions when it isn't your fault. Imagine how annoying that would be!

Perhaps some kind of calm, F1-style 'x incident is being investigated' with the outcome shown after the race.

Also, @JulesDennis yeah, this is going to be a difficult balance to achieve. But there will always be controversy and inaccuracies in any system that's automated (as it will be outside of the big events). I'd think that generally, if you see your finishing position affected by what you thought was acceptable cheating, or overly aggressive driving, then it will quickly discourage that kind of thinking/driving.


I'd really like to see Polyphony do a full in-depth run down of the penalty and stewarding system. What penalties are available, when are they given, how are they served, and so on. It's a key system for an e-Sport level racing game.

Agreed. @scholesy1899 was suggesting this a while back. Something like the dev videos that Kojima put out before MGSV released. But sadly, I don't think this is PD's style.
 
It's true, but waiting to tell them until after the race is over isn't doing them a favour. Instead of giving them instant feedback that they can use to correct their driving, it's being saved up into one big bundle after the race.

I assume also that it will have a DQ system if you get too many incidents, because iRacing has one and it's good for getting crashers off the track. If you're not being notified you have no idea how close to DQ you are. I'm happy to drive aggressively normally and push track limits from time to time, but if I'm on 16/17 incidents I want to know so that I can drive safe and not get DQ'd for a stupid off-track.

Real race drivers are told as soon as physically possible that they're assigned a penalty or are receiving warnings. The game should be the same, and with most of the "stewarding" being done by computer the notification can be immediate.

I'd really like to see Polyphony do a full in-depth run down of the penalty and stewarding system. What penalties are available, when are they given, how are they served, and so on. It's a key system for an e-Sport level racing game.



Not really.

You'll notice that real racing doesn't rely simply on damage because it's entirely possible that dangerous driving doesn't necessarily result in significant damage. The stewards still want to discourage that type of driving, and so consistent penalties are assigned that are independent of damage.

Damage is an additional incentive and plays and additional role in determining what amount of risk the driver is willing to accept for certain moves, but it's not sufficient punishment on it's own. If there's only damage, the race turns into a demolition derby with everyone trying to put the opponent in the wall without suffering too much damage themselves.

Truth, but if you can bounce from another car or wall you can drive like idiot. Damage would be great if you can destroy your car from wall, barriers, cars etc. I think that in GTS will be similar damage like in GT5 was.
 
Rules and penalty system have nothing to do with casuals,newbies or "pros".It is the same for everyone.I like you posted that picture.Why?
Main factors for driver class is Q result and race finish position.Sportsmanship points is another thing.Does not affect your classification as a "avarege" or "fast" driver but as a "clean" or not driver.That means that you can still end up in the top of ladder even if you are not as clean as others are.
Plus that rating system is a little "too simple" imo.For example.What about the time I need to go off track in order to avoid collusion with the guy infront that made a big mistake?Am I gonna be punished for avoiding contact with him?Or what about when that guy "break checks" me?Even if it is not my fault,I am going to be punished?And if someone lean to me and push me off track?Am I going to be punished for contact,driving off track and hitting the wall at the same time,for example?
Like I said,the penalty system is not that easy for sim racing games.And in all of them,it has flaws that most of the time people use to win races ext.No matter if they are newbies or "aliens".

Edit: @jm79 Imo you can be as aggressive as you want if you are doing it in a clean manner mate.Being agressive does not mean you are not racing fair and clean.Many people confuse "aggressive" with being "dirty" but this is not how it works both in racing games or real life.Many guys are very aggressive and super clean at the same time.
 
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It's true, but waiting to tell them until after the race is over isn't doing them a favour. Instead of giving them instant feedback that they can use to correct their driving, it's being saved up into one big bundle after the race.

I assume also that it will have a DQ system if you get too many incidents, because iRacing has one and it's good for getting crashers off the track. If you're not being notified you have no idea how close to DQ you are. I'm happy to drive aggressively normally and push track limits from time to time, but if I'm on 16/17 incidents I want to know so that I can drive safe and not get DQ'd for a stupid off-track.

Real race drivers are told as soon as physically possible that they're assigned a penalty or are receiving warnings. The game should be the same, and with most of the "stewarding" being done by computer the notification can be immediate.

I'd really like to see Polyphony do a full in-depth run down of the penalty and stewarding system. What penalties are available, when are they given, how are they served, and so on. It's a key system for an e-Sport level racing game.
Again, agreed.
But to a point.

I have no clue about a DQ system for this game, but I doubt it.
Doesn't really suit players of all levels, and no question some players in GTSport would be DQ'd too often if the rules were tight enough to suit players such as us here.
7 to 77 remember. :sly:

Sportsmanship points, so far as racing in Sports mode, should hopefully sort that out in a reasonable time-frame.
 
Rules and penalty system have nothing to do with casuals,newbies or "pros".It is the same for everyone.I like you posted that picture.Why?
Main factors for driver class is Q result and race finish position.Sportsmanship points is another thing.Does not affect your classification as a "avarege" or "fast" driver but as a "clean" or not driver.That means that you can still end up in the top of ladder even if you are not as clean as others are.
Plus that rating system is a little "too simple" imo.For example.What about the time I need to go off track in order to avoid collusion with the guy infront that made a big mistake?Am I gonna be punished for avoiding contact with him?Or what about when that guy "break checks" me?Even if it is not my fault,I am going to be punished?And if someone lean to me and push me off track?Am I going to be punished for contact,driving off track and hitting the wall at the same time,for example?
Like I said,the penalty system is not that easy for sim racing games.And in all of them,it has flaws that most of the time people use to win races ext.No matter if they are newbies or "aliens".
You've missed my point.
Go play a game that tells you every time you've done something wrong and see how long it takes you to get sick of it.
It's a game.
It's meant to be fun.

All those factors you described only relate to Sports Mode.
And they are interweaved with each other.
So you can't be quick by cheating, and still end up in a race with quick, clean drivers.

No automated penalty system in any game is perfect.
GT Sport doesn't have a magic bullet to solve those flaws either, so complaining about specific scenarios and suggesting the system isn't good enough is pointless.
 
You've missed my point.
Go play a game that tells you every time you've done something wrong and see how long it takes you to get sick of it.
It's a game.
It's meant to be fun.


All those factors you described only relate to Sports Mode.
And they are interweaved with each other.
So you can't be quick by cheating, and still end up in a race with quick, clean drivers.

No automated penalty system in any game is perfect.
GT Sport doesn't have a magic bullet to solve those flaws either, so complaining about specific scenarios and suggesting the system isn't good enough is pointless.

I actually dont care if the games tells you or not every single time that "you did drive off track".What I want to see is punishment for what you(or I) did,at the time you did it.As you said it is a game and all of us want to have fun.There is not fun mate,when someone put you off the track,or hitting you on purpuse in "sports mode" or any other mode.Ruining my race,even in a "casual" lobby and get punished after the race is over,while I was forced to retire for one reason or another again is not fun.
Like I already said and you too point out,such a system is not easy to create.Thats why it needs a lot of attention in order to work.I am not complaining about anything since I dont know how all this is going to work.I am,however,pointing out that a simple "going off track" or "collusion with others" is not in any way good enough(for me,at least).

(You can be quick by cheating and end up with "clean" drivers if the game "lets" you abuse track limits-by not creating a good track limits system-.And you know that this happens in the best racing sim games,on way or another.We can talk for hours about things like that but if the game gets some basic things right then they propalby would have the best "rule" system out there.)
 
I actually dont care if the games tells you or not every single time that "you did drive off track".What I want to see is punishment for what you(or I) did,at the time you did it.As you said it is a game and all of us want to have fun.There is not fun mate,when someone put you off the track,or hitting you on purpuse in "sports mode" or any other mode.Ruining my race,even in a "casual" lobby and get punished after the race is over,while I was forced to retire for one reason or another again is not fun.
Like I already said and you too point out,such a system is not easy to create.Thats why it needs a lot of attention in order to work.I am not complaining about anything since I dont know how all this is going to work.I am,however,pointing out that a simple "going off track" or "collusion with others" is not in any way good enough(for me,at least).

(You can be quick by cheating and end up with "clean" drivers if the game "lets" you abuse track limits-by not creating a good track limits system-.And you know that this happens in the best racing sim games,on way or another.We can talk for hours about things like that but if the game gets some basic things right then they propalby would have the best "rule" system out there.)
PD cannot control the behaviour of drivers in online lobbies.

With the system they are looking to implement, they are trying to at least group drivers of comparable speed and cleanliness in Sports Mode.
'Punishment' comes in the form of a reduction of sportsmanship points.
So In Sports Mode, should the system work effectively, you hopefully don't need to worry about all those things that take the fun out of the game for you.
 
I would say if they stick to collisions detection system as in GT6. It would raise the tide of negativity more. Because i had personally experienced too many times in gt6, the driver behind nose-dive my butt and he got pass with me ending up with penalty. thats is probably the stupidest thing ever.
 
PD cannot control the behaviour of drivers in online lobbies.

With the system they are looking to implement, they are trying to at least group drivers of comparable speed and cleanliness in Sports Mode.
So In Sports Mode, should the system work effectively, you hopefully don't need to worry about all those things that take the fun out of the game for you.

I think that you missed my point.PD or any other studio cannot control,as you say,behaviour of drivers in online lobbies.But what they can do is create a system that not only "group drivers" in Sports Mode but force what is accepted as racing rules (in real life) no matter if you are racing in Sports Mode or in a casual lobby created by your friend.
And that system cannot be a simple one and must "calculate" various more complex scenarios that just "driving off line".That system should/must (imo) work in all online activities.That way,everyone can enjoy online racing,both pros and casuals,in Sports or Casual lobbies.If it works in Sports Mode it should work in the other online modes too.If it does not work,it will be again both in sports mode or other modes.
 
This one is a big mistake I think. Of course, a summary after the race is great and an important thing, but if you want people to improve then they also need immediate feedback when they're making mistakes.

If you're learning to drive it's a lot harder if you go for a 10-15 minute drive and then you're only told at the end what you did wrong. Far better that your instructor corrects you as you go, and reminds you every time you make the same mistake.

I imagine that they don't want to discourage people while they're driving, but it's 9unavoidable. Good feedback is far more valuable than warm fuzzies.
I'd like the option of real time and delayed notification. Waiting until the end of an intense multi-lap battle only to be presented with a list of violations and maybe not even knowing when they occurred, is not the best way to teach 7-77 year olds how to race clean.
 
I think that you missed my point.PD or any other studio cannot control,as you say,behaviour of drivers in online lobbies.But what they can do is create a system that not only "group drivers" in Sports Mode but force what is accepted as racing rules (in real life) no matter if you are racing in Sports Mode or in a casual lobby created by your friend.
And that system cannot be a simple one and must "calculate" various more complex scenarios that just "driving off line".That system should/must (imo) work in all online activities.That way,everyone can enjoy online racing,both pros and casuals,in Sports or Casual lobbies.If it works in Sports Mode it should work in the other online modes too.If it does not work,it will be again both in sports mode or other modes.
Mate, way too serious.

People want to have fun.
Particularly in the rules free zone of do-what-you-want online lobbies.

What do you want?
Drive through penalties in a dirty NASCAR lobby?

If you find yourself in a lobby that doesn't suit you, guess what?
 
I think that you missed my point.PD or any other studio cannot control,as you say,behaviour of drivers in online lobbies.But what they can do is create a system that not only "group drivers" in Sports Mode but force what is accepted as racing rules (in real life) no matter if you are racing in Sports Mode or in a casual lobby created by your friend.
And that system cannot be a simple one and must "calculate" various more complex scenarios that just "driving off line".That system should/must (imo) work in all online activities.That way,everyone can enjoy online racing,both pros and casuals,in Sports or Casual lobbies.If it works in Sports Mode it should work in the other online modes too.If it does not work,it will be again both in sports mode or other modes.

You make no sense. What if somebody wants to have fun. What if somebody wants to crash. You're going too far. Forced penalties? What are you talking about? That's why we have a option for penalties sir, not everybody wants to be clean 24/7.
 
I think most of us here will know when we make an error.

You'd be surprised. Track limits are the obvious one. If you're inside the car it can be very difficult to tell whether you were over or not. And sometimes the line for the penalty isn't exactly where you might expect it to be, so the only way to learn is by trial and error.

Again, agreed.
But to a point.

I have no clue about a DQ system for this game, but I doubt it.
Doesn't really suit players of all levels, and no question some players in GTSport would be DQ'd too often if the rules were tight enough to suit players such as us here.
7 to 77 remember. :sly:

Sportsmanship points, so far as racing in Sports mode, should hopefully sort that out in a reasonable time-frame.

E-Sport, remember? ;)

I suspect that they'll also have "casual" lobbies in addition to the FIA lobbies. But if you're having a serious racing series, you don't make it more appealing for less skilled players by allowing dangerous players to stay on track. How frustrating would it be if you're a new player doing your best to stay clean to be continually taken out by some mong with a hard on for your rear bumper?

The idea is not to punish less skilled players. The idea is to create an environment where those less skilled players can do their best and be rewarded for that instead of being frustrated that they're getting monstered by the demolition derby team. You don't learn anything by suspending the rules, especially the rules that are intended to enforce clean and fair racing. Those are there to protect the lesser skilled players more than anyone.

The more lax the rules, the greater the likelihood that they're exploitable. And if they're exploitable, then it's going to be the high skill players doing the exploiting (see the PS3 time trials and how the best players exploit physics loopholes). Having a strict rule system levels the playing ground for the new player; they know exactly what to expect and they are protected from the most serious of abusers.

You make no sense. What if somebody wants to have fun. What if somebody wants to crash. You're going too far. Forced penalties? What are you talking about? That's why we have a option for penalties sir, not everybody wants to be clean 24/7.

I'd be pretty sure that there will be private lobbies without the sportsmanship code in effect, and probably some quick match lobbies too if Polyphony are smart. They must know that not everyone wants to be super serial all the time. iRacing does it, and those lobbies are successful.
 
I'd be pretty sure that there will be private lobbies without the sportsmanship code in effect, and probably some quick match lobbies too if Polyphony are smart. They must know that not everyone wants to be super serial all the time. iRacing does it, and those lobbies are successful.

I've never seen a lobby on GT6 that has Penalties and is popular, so my prediction is the opposite of yours. Why does a lobby with no penalties have to be private for?
 
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