GT producer - Damage still the same.

  • Thread starter bigspleen
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Here's what bothers me. How come anyone who played the GT6 demo did not purposely crash? The driver could bang up the car and observe the results, giving us a clearer picture on how damage would be in GT6.
 
Alright than this is my other personal opinion. I say damage should be the last thing to even worry about. Kaz and PD has far more important stuff to worry about than damage, that should be the last priority.

While I agree that damage is not the most important thing to worry about, I would say it is far from the bottom. It is actually one of my favorite features of simulators and sim-like games, hell even arcade games. Interior damage would be a lovely thing and something I would be excited for if it was implemented, since, like I've stated many times(maybe to many times? lol) that I strictly stick to interior view. Something like door panels and dash's coming dislodged, cracked windshields, completely shattered door windows.. well thats all I can think of off the top of my head lol.

Off topic - My avatar never changes because it is just awesome :P
 
While I agree that damage is not the most important thing to worry about, I would say it is far from the bottom. It is actually one of my favorite features of simulators and sim-like games. Interior damage would be a lovely thing and something I would be excited for if it was implemented, since, like I've stated many times(maybe to many times? lol) that I strictly stick to interior view.

Off topic - My avatar never changes because it is just awesome :P

I too would like to see damage become better in GT6 (than it is now haha), but I wonder how time time it will take? But nonealess, I respect your opinion for liking and wanting better damage, and hope it happens. 👍

Btw, your avatar is awesome. ;) lol
 
I disagree with you for a couple of reasons, since we do not have access to the financial statements of PDI, the only fact we have to go off is the amount of sales as an indicator. Remember, our opinions of where this game title is doesn't matter when speaking of a franchises strength unless it is for the individual.
This isn't just about finances. Forums are a good source of information regarding the health of the series. If the fans aren't pleased, that could indicate a problem. There is nothing wrong with looking at sales numbers as a success criteria, but it's not so simple to say that high sales means that PD did everything right. Maybe in the short term that is true, but it might not be in the long term.

Even with GT5 being the lowest critically rated title of the series, it still managed to shift several millions of units after the launch blitz.
Yet, GT5 may lead to sales dropping off for every sequel ever produced.


My main point is, and I keep saying it, it is impossible to understand the complete feelings toward GT5 due to how forums represent such a low amount of the user base.
This is true, but ambiguity lies in sales figures as well. Still if most of the conversation generated about the game is negative, that's not something to simply ignore.

As far as casuals picking the game up, playing it and moving on, Sony and PDI will consider that mission accomplished being how a consumer spent 60 dollars on the game.
I was not saying otherwise. What I was saying is that 1 diehard fan may be worth more than 1 casual player.

Yes, and experience has taught me and others around the world that "it's impossible to please everyone". I know based on two decades of experience (and doing my homework) that I need to come up with designs that have the widest appeal possible all the while staying within budgets and time constraints.

You don't have to please everyone. 10 out of 10 only came out of the example you brought up. I could say 9.5 out of 10 if you wanted to be slightly more realistic, though for the sake of example, that .5 doesn't matter.

The budget thing is exactly what I meant when saying if you can, go for it.


As I said before in an earlier post, PDI has obviously seen that their product sells quite well, so they have to believe that what they are doing is still acceptable to the fans. Right or wrong, it's going to stay that way until a GT title fails to reach the GT sales standards.
If they're happy based on sales alone, that doesn't seem very safe. Fortunately it doesn't seem to be how they think considering the GT6 announcement. In particular, the physics engine revamp is a big hint that PD knows not to complete ignore the fans. From what I gather most casual players think GT is a supercomputer simulation, and there probably wasn't a loud voice to fix the physics outside of places like GTP (And even then it was only from a fraction of users).

Innovation is fine and all, but in a stressed global economy, sometimes innovation takes a back seat to reality. Look around friend, economies all over the world are in serious trouble and we all know of Sony's recent financial woes. I could bore you with a massive change my company recently had to make in order to keep costs down and budgets where they need to be, but I won't.
Cutting projects is not the only option. Increasing efficiency can work extremely well, if not better. Innovation might be more common in the situation we see now, because no one likes to be in it.
 
personally i don't care for gt6 damage..
i care ONLY for new physics ..

Yesterday I was playing FM4 and I was racing Australian V8 Supercars around Indianapolis. The first place driver brake checked me which slightly damaged my front splitter. That light bit of damage decreased my vehicle aerodynamics just enough so that my top end speed was decreased by about 10 mph. The rest of the car was in perfect condition but that damage and decrease in top speed resulted in me coming in last place.

This is what GT needs. Hopefully their new aerodynamics model will take this into account but it's even sweeter when accompanied with the appropriate visual damage.
 
Most people don't turn on damage in races and there's a good reason for this. If some noob or someone's crazy lag wrecks your car on the first corner, you're pretty much out of the race. Then you'll have to sit on your couch waiting 20 minutes or whatever for the next race to start. One of the main reasons to play a racing video game is so you don't have to put up with this waiting. Time is your most valuable commodity when it comes to video games and GT5 wastes too much of it as it is.

Now for offline career mode, damage might be cool if it came into play with repair costs or put your career in jeapordy. But until PD implements a proper career mode with a workable economic model that can't easily be defeated by grinding or high-paying seasonal events, it's a moot point.

I for one would like to see a "sandboxed" career mode where your cars, cash, repairs etc. are completely separate from your online/time-trial garage.
 
personally i don't care for gt6 damage..
i care ONLY for new physics ..

Must be a hot lapper then

Im starting to understand damage wont be needed in GT6. You'll never have close racing with the stupid/slow AI, so the idea of tight racing and tight overtaking with the danger of damage looming overhead wont matter.
 
Keep the loose bumpers instead and get rid of the deformations. I play with damage off because of the latter. A headlight should at least project a beam in a different direction when the whole front end is pointing to the sky.
 
The thing about heavy damage is that it equals game over. So the use for an accurate damage model is extremely limited anyway. Would be a nice addition, but not the most important for me.
 
That light bit of damage decreased my vehicle aerodynamics just enough so that my top end speed was decreased by about 10 mph.

Exaggeration level: 10


As far as I know, a splitter damaged "lightly" would do next to nothing on the straights, maybe 2 or 3 miles per hour, at most, and would make the car "unpredictable," because the car wouldn't have linear amounts of grip anymore; the hole in the splitter would make different bumps change the entire "feel" of the car in the corners.


Saying that it slows you down by 10 mp/h just shows that other game developers are also getting it wrong.

I can't imagine a car with 600-700 hp, like a V8 Supercar, would be hindered that much by a small dent or hole.
 
I can't say I really care for damage but it really is hilarious that the 2013 version of the "real driving simulator" sees fit to once again ignore it along with another bunch of stuff.
 
As far as I know, a splitter damaged "lightly" would do next to nothing on the straights, maybe 2 or 3 miles per hour, at most, and would make the car "unpredictable," because the car wouldn't have linear amounts of grip anymore; the hole in the splitter would make different bumps change the entire "feel" of the car in the corners.

It depends on what lightly means. Make it bend up and you'll definitely increase drag


Saying that it slows you down by 10 mp/h just shows that other game developers are also getting it wrong.
We can't have CAD grade FEA for collisions, but this does not seem terribly wrong. It's far better than GT5.

I can't imagine a car with 600-700 hp, like a V8 Supercar, would be hindered that much by a small dent or hole.
You can't dent carbon fiber. It will either shatter or shift position and cause adverse effects.
 
Yesterday I was playing FM4 and I was racing Australian V8 Supercars around Indianapolis. The first place driver brake checked me which slightly damaged my front splitter. That light bit of damage decreased my vehicle aerodynamics just enough so that my top end speed was decreased by about 10 mph. The rest of the car was in perfect condition but that damage and decrease in top speed resulted in me coming in last place.

This is what GT needs. Hopefully their new aerodynamics model will take this into account but it's even sweeter when accompanied with the appropriate visual damage.

To me that's a reason to always have the option to turn damage off in any race, regardless of how immersive the damage modelling is. Open lobby racing is bad enough in GT5 as it is, giving people the ability to brake check you and cost you 10mph on the straights definitely won't improve that.
 
I don't care much about damage. GT was fun even when there was no damage at all. It's a driving simulator at first. Not so much of a racing simulator. So I care more about drivng physics.
 
I don't care much about damage. GT was fun even when there was no damage at all. It's a driving simulator at first. Not so much of a racing simulator. So I care more about drivng physics.

LOL The entire game is comprised of racing, whether A-Spec or B-Spec, it's not a sunday drive simulator.
 
I personally would like to see some mechanical damage and parts failure implemented in gt6, blown tyres and busted cooling systems etc with repairs required rather than it being back to brand new next time the car is used.
 
. It's a driving simulator at first. Not so much of a racing simulator. So I care more about drivng physics.

Here we go again. Please, differentiate driving and racing for me in the context of a game where you race against opponents on racing tracks.
 
I wold like an option for the mechanical damage... Be able to disable the damage that affects your alignment. I love mechanical damage but that gets irritating.
 
I'd like both physical AND mechanical damage. But I want it done right.

GT5's damage, even on the rally cars, looked awful. If PD can make the damage look good and work well with mechanical damage (wheels and suspension breakage/dislodgability), then I'd be fine with it. If its going to be the same as GT5, I'd rather it not be there at all. Unless they can make ALL cars act like the GT5 rally cars, AND allow wheels and suspension to break and scatter on the track, AND have realistic engine/transmission/other definite mechanical failures, then I'd like it in. Do it well, or don't include it until you can, I'd say.

Then I question if the PS3 is powerful enough to support this kind of thing. I've had large frame rate drops with the rally cars and other better-modeled cars in GT5. I know GT6's engine has been MASSIVELY optimized for the PS3, but even so... I don't know if it's possible.

It will DEFINITELY be possible on the PS4 - so that's when I'm going to build my expectations for a good damage model. I'd like one now, but looking at the hardware, I'm thinking it won't happen. Might as well not get my hopes up.
 
All the guy said was that it was similar to GT5, which we all know was a strange thing but I think he meant that race cars lose parts and that street cars suffer bents up parts but no parts falling off...although I am curious about that damage engine that GT5 had in some demos before the games release when cars really took heavy and ugly beatings, the visuals were full of deformation...so right now we aren't sure which level PD will utilize. I don't care as I hate scuffing my car, I just want impact physics to be realistic and visual damage done accordingly...don't need to see wheels flying off and such since I would restart my race if that happened to my car.
Everything else is just conjecture for now, but I will still get it as it has things that GT5 does not, and that is warrant enough for a purchase. I fully expect to see free and paid for DLC from PD, free spec updates for sure.
 
If you want to smash cars up then just play GTA IV, simple as.

No it's not as simple as that at all. You're a big Le Mans fan, aren't you? Surely you remember such incidents such as what occured in last years race to Davidson, or maybe the year before to McNish? Neither of those 'wanted to smash cars up' but the accidents happen and seeing damage like that in a game would be much more immersive.
 
I was a huge advocate of including damage in GT5. I demanded it. And then after release I saw how many things they failed to get right and decided They can leave out damage if they get the rest of it right next time.
 
Why do some people cover for something wrong when the exact same people would gloat over other games if they implemented it properly?
 
Why do some people cover for something wrong when the exact same people would gloat over other games if they implemented it properly?

It's not about something wrong or right, there are ton's of things wrong with this or any other game. It's more about priorities, for us and for PD. Many people, me included, think realistic crash damage is more of a sideshow than an integral part of the game. And PD's resources are not unlimited. Modelling damage on 1000 cars I would imagine involves a whole lot of programming time, which would mean that some other aspect of the game would get less attention. Given how many areas there are for improvement in GT6, that's not a tradeoff I'd be willing to make.
 
It's not about something wrong or right, there are ton's of things wrong with this or any other game. It's more about priorities, for us and for PD. Many people, me included, think realistic crash damage is more of a sideshow than an integral part of the game. And PD's resources are not unlimited. Modelling damage on 1000 cars I would imagine involves a whole lot of programming time, which would mean that some other aspect of the game would get less attention. Given how many areas there are for improvement in GT6, that's not a tradeoff I'd be willing to make.

If we are referring to GT as simulator then yeah damages should be a fundamental part of the game in my opinion. I personally would put them not far behind physics in terms of importance. But since at the end of the day during online races damages are turned off I am not quite sure what is the level of realism the majority of GT players want.
But you are right about the trade-off. But it might be argued that some players might be willing to trade 20 copies of the same car for better reproduction of other aspects, of which damages is a part.

For other comments that suggest playing GTA I think they miss the point here.
Damages, as already mentioned by others, are a fundamental part of the simulation experience and not just a way for kids to spend their time crashing against each other.
 
Exaggeration level: 10


As far as I know, a splitter damaged "lightly" would do next to nothing on the straights, maybe 2 or 3 miles per hour, at most, and would make the car "unpredictable," because the car wouldn't have linear amounts of grip anymore; the hole in the splitter would make different bumps change the entire "feel" of the car in the corners.


Saying that it slows you down by 10 mp/h just shows that other game developers are also getting it wrong.

I can't imagine a car with 600-700 hp, like a V8 Supercar, would be hindered that much by a small dent or hole.
DB Level 100 reached: You've unlocked vinyls!

Lightly = 25% damage to front. I said splitter when really I should have said bumper.
 
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