- 1,255
- GTP_paltik
I must be playing GT wrong, for 15 years I've been trying to avoid the barriers.
I'm guessing for some folks, crashing into barriers is an important factor in racing.
I must be playing GT wrong, for 15 years I've been trying to avoid the barriers.
Could be a cool option but could also be aggravating.
I'm guessing for some folks, crashing into barriers is an important factor in racing.
Good point, but that's why they should stick with keeping the mechanical damage turned ON, especially since GT will likely never have real life car damage and car failures/faults, at least not for another decade or when car manufacturers entirely give PD the freedom some of you expect PD to have using your rational, yet illogical reasons.I'm guessing for some folks, crashing into barriers is an important factor in racing.
?Considering it happens in real life, yes it is an important factor in racing. Not for some folks, but for everyone.
That's when Kaz has to draw a line and make a tough decision. The PD team - but I think it's mostly Kaz - have on more than a few occasions mentioned accessibility to casual gamers (which means the average racing game enthusiast that plays NFS, Burnout, etc.) and the relentless simulation to hardcore racing gamers. For the sake of continuity during gameplay, I have to choose accessibility when it comes down to this "feature" of the driving experience, and to point out, I almost always have mechanical damage turned OFF. I'm not a hardcore racer/driving simulation enthusiast, but my reason for playing GT and pCARS is for the simulation sides of them.So are disconnects from lobbies, which online series racers usually point out as a mechanical failure.
Aggravating, sure. But so is crashing and people want realistic damage, so....
good lighting but the poor textures next to the GT-R ruin it...
Yes, because the PS3 and PS4 are exactly the same in a programming/coding sense (edit - and visual production and fidelity - Edit 2 - and qualifications and there's something called hardware limitations). /sThis. Everywhere. When I take photos in GT5 I can't help but always notice the crappy textures with their perfectly cut borders on all environmental objects, hell, even the asphalt on almost all tracks is a slightly unsharp, blurred texture.
It's terrible and it doesn't seem like PD will fix it with GT6, I doubt it will improve with PS4 GTs either since it seems to be their approach to make things look real.
Considering it happens in real life, yes it is an important factor in racing. Not for some folks, but for everyone.
I am not sure if this has been posted before but I have not seen this picture at all.
It's not new.. See here for more
You can't speak for everyone.
Please don't.
Every single person here has crashed into a barrier in Gran Turismo. So yes, I can speak for everyone when I say crashing into barriers is an important part of racing simulation. If we should ignore that, why not ignore other things like pit stops? You can't just pick and choose what you want and call it "realistic." It is a simulator. Crash physics and crash damage are 100% a part of racing whether all you "I don't play GT to crash!" people want to believe it or not.
Imagine if racing drivers told their mechanics/constructors not to build them strong cars because they don't plan on crashing... Amazing to see how many people use this complete fallacy to ignore a serious part of racing simulation.
R1600TurboObviously it would be an option so you could turn it off. Those of us that like to run online racing series with maximum realism can use it if we want. Mechanical failures are part of racing, if you want "realistic barrier impacts" I don't see how having mechanical failures is any different.
Plenty of games have had driver caused failures, i.e. parts can only take so much of a beating so you have to drive accordingly. There doesn't have to be anything random about it.
Same goes for changes to tracks for safety. We're playing a simulation, we don't need safety! Video games and simulations should be realistic where it makes it a better experience, but it is also an opportunity to experience an even better version of that, which couldn't exist in real life, even though we'd like it to, and random mechanical breakdowns are one of those things we should do without if we have the choice, as we would in real life. Just like astronomical costs and deaths to name but a couple more.
If we should ignore that, why not ignore other things like pit stops? You can't just pick and choose what you want and call it "realistic." It is a simulator. Crash physics and crash damage are 100% a part of racing whether all you "I don't play GT to crash!" people want to believe it or not.
What affects the crash physics should also affect the driving physics, yes?
Every single person here has crashed into a barrier in Gran Turismo. So yes, I can speak for everyone when I say crashing into barriers is an important part of racing simulation. If we should ignore that, why not ignore other things like pit stops? You can't just pick and choose what you want and call it "realistic." It is a simulator. Crash physics and crash damage are 100% a part of racing whether all you "I don't play GT to crash!" people want to believe it or not.
Imagine if racing drivers told their mechanics/constructors not to build them strong cars because they don't plan on crashing... Amazing to see how many people use this complete fallacy to ignore a serious part of racing simulation.
👍But there comes a point where the devs have to draw a line between the game part and the simulation part.
Do you want there to be a chance of rain at all times on all tracks, do you want your wheels to fall off (Saw that in the Blancpain endurance series race at silverstone the other week). Yes, features could be argued for and against, but at the end of the day, as others have said, it's a game as well as a simulation, and lines have to be drawn in some places.
I'm not saying that it applies to crash physics necessarily, but I'm just saying it's something to consider when using your argument of "its a simulator therefore it should simulate real life 1 to 1 in all ways".
I'm not saying that it applies to crash physics necessarily, but I'm just saying it's something to consider when using your argument of "its a simulator therefore it should simulate real life 1 to 1 in all ways".
That I can agree with you. It's not like PD should ignore it and let there be a void in the effects of collisions.My argument is more against those who claim they don't crash so crash physics and crash damage aren't important, which is an absolute fallacy. I'm not necessarily saying it should 100% simulate real life. But I've seen too many comments where people think they're better than others because "they don't crash," proving that they're missing the argument completely.
That I can agree with you. It's not like PD should ignore it and let there be a void in the effects of collisions.