GT7 Daily Race Discussion

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Enjoying leaving the door wide open at hairpins at Kyoto, they just can't resist the divebomb from another state

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Look who was on his American account yesterday.

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...and look who beat him. :D

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Yes, he is WAY faster than me. Yes, he started from the back and passed me. Yes, he crashed which is how I passed him back. Yes, he was catching me towards the end of the last lap (although I am convinced he wouldn't have caught me as I was up ~2.0 seconds when I was entering the sharp, double apex right hander towards teh end of the lap), he had another off. Guess he didn't like that car. But, it matters naught... it all counts. We did race a bit with no drama in three different races, but as I said he is way faster so it wasn't long before he was gone.

Other than that, did a few more Cs and tied my best result last night getting a P3 after starting P5. The two A+ drivers drove off and left us shlubs to fight amongst ourselves. The driver in this green Beetle was keeping me honest and was basically right on my tail for the whole race. On the last lap he did the curb ride thing (I don't care) and got right on my bumper thru T1. I think it threw him off a bit and he went wide into the S turns and had an off, so that gave me some breathing room until an A+ twitch streamer who started last was now breathing down my neck. I was able to hold him off and get on the podium; one of my more intense daily C races despite it was 99% defensive.

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I didn't want him in the screenshot, but the A+ twitch driver is just off screen and finished right behind me.

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I'm sticking it out with the Aston DB9, which might be a mistake. At the beginning of the week people were saying it was going to be the non-Beetle best car, but as the week went on less-and-less people were using it. Now, I don't see anyone else using it. Oh well, I'm in too deep with it at this point and having to learn a new car my times would be way off pace.

I am ready for a new set of Dailys.
Thats a great livery (the dark grey Aston)
 
In a similar boat. Just started playing online in this game, a month or so ago. Was off to a flying start getting wins and fighting for wins every race. Got bumped up to C, then B, and eventually was dropped in lobbies with A & A+ drivers and things changed quite a bit.

Got bumped up into A and basically it's a fight for survival. If I start in the top 7 I am happy. The guys up front have a quali lap like seconds better than mine and they're just gone. From there is a battle for maybe a top 5. I did get a win in Daily B this week as an A driver and it's my only one; I feel like that was an anomaly though as I was far from the fastest driver . In Daily C, I've not shared that success. A P3 is my best result and it felt like a win, even though I was a ton of time behind P2 (10+ seconds or so if I recall).

So yea, I feel your pain on that front. I feel like I am out of my league driving with As and A+s. I can usually keep pace with the A, and even get by some... but I definitely get passed by some as well. The A+s are just gone. I was really hoping to unlock the 50 win achievement but I am sitting at 29 with little hope in getting many more. It is what it is though.
Don't get too frustrated. I've raced against you a few times and you're fast, and more importantly, you're clean (I just realized Talon16 = J.Bro). The higher lobbies are obviously tougher, but the more you're challenged the better/faster you'll get over time. You have more wins than I do.
 
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I would say that was overambitious move. No way to notice that you are alongside. In my opinion not enough alonside at the turn in to take notice. Kind of rookie mistake to try to overtake there.
The radar is a great way to see stuff like this. But it is a risky move, many people have no idea of their surroundings in race.
The second contact is another thing. Why did he do that?
 
So I’ve created a second account so I can have a bit fun while still be fair but also to try a few others cars and strategies in the daily races and not to worry about my DR.
A few things I have notice been back down in the lower ranks is the ghosting and drivers going for gaps. So the ghosting happens pretty much every corner. Go into quick the game ghosts your car. This allows your car or others to make a pass in the corners. Ive been past by a few cars and I have also past a few others while been ghosted. Also due to cars been ghosted people will try and divebomb hoping my car or there car ghosts to then find it doesn’t.
Also on race A at the start, I’ve seen people at the back head into T1 do there normal lines and ghost through 4/5 cars and end up in like P3.
I can understand why the game does this as it makes the racing a bit easier but as you climb the ratings you get less ghosting and I do wonder if this contributes to some poor racing and bad race etiquett?
 
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Don't get too frustrated. I've raced against you a few times and you're fast, and more importantly, you're clean (I just realized Talon16 = J.Bro). The higher lobbies are obviously tougher, but the more you're challenged the better/faster you'll get over time. You have more wins than I do.
Thanks man, I really appreciate it... especially the clean part. I try; not perfect but I try. Your name from your sig line definitely looks familiar. I think we had a good race at Interlagos where you were in the Hyundai and I was behind you in the Mustang. I couldn't get passed you... too quick. You and that Hyundai are beast mode in this week's C! Hopefully see you out there again.



On a separate note I lied to you all. Was getting bored so I decided to put the DB9 away and try out the META. Jumped in the Beetle and did a 10 min quali session before the race. Knocked .800" off my quali lap (down to 2:17.1X)! Yeesh. The car is just better (dugh) and I've really been working on my trail braking, really concentrating on braking zones and pressures as entering turns.

Race starts and I am up front. The Gensis X was pretty quick and kept things interesting... yadda yadda yadda finally got a win in Daily C!

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So I’ve created a second account so I can have a bit fun while still be fair but also to try a few others cars and strategies in the daily races and not to worry about my DR.
A few things I have notice been back down in the lower ranks is the ghosting and drivers going for gaps. So the ghosting happens pretty much every corner. Go into quick the game ghosts your car. This allows your car or others to make a pass in the corners. Ive been past by a few cars and I have also past a few others while been ghosted. Also due to cars been ghosted people will try and divebomb hoping my car or there car ghosts to then find it doesn’t.
Also on race A at the start, I’ve seen people at the back head into T1 do there normal lines and ghost through 4/5 cars and end up in like P3.
I can understand why the game does this as it makes the racing a bit easier but as you climb the ratings you get less ghosting and I do wonder if this contributes to some poor racing and bad race etiquett?
And that's the most infuriatingly frustrating part of GT Sport and now GT7. The game can detect dive bombs and bad dives in general. But instead of assigning a penalty based on a bad dive attempt, it either ignores it in higher SR or ghosts you for a potentially free pass. And if it fails (go wide through the other cars) you're free to try again :banghead:

Yes it definitely contributes to poor racing. Contact penalties also get more trigger happy and severe as your SR goes up. What is allowed in SR B, is not in SR S. Yet it's so easy to yoyo between the SR ranks that people have no time to adjust to the new 'rules'. DR changes more slowly but also there penalty time and blame assignment increase as your DR increases.

How can you expect people to play by the 'rules' when the 'rules' change all the time. Plus the rules laid out in the Etiquette video and Beyond the Apex have close to zero relation to how penalties are assigned. (And it actively encourages dives as the way to make a move in the overtaking section...)
 
How can you expect people to play by the 'rules' when the 'rules' change all the time. Plus the rules laid out in the Etiquette video and Beyond the Apex have close to zero relation to how penalties are assigned. (And it actively encourages dives as the way to make a move in the overtaking section...)
Compared to what though? Other games? FIA?

It's not just GT rules that are unclear, they are unclear in F1, etc... too. And the best they can do is to ask the drivers to behave themselves.
 
Compared to what though? Other games? FIA?

It's not just GT rules that are unclear, they are unclear in F1, etc... too. And the best they can do is to ask the drivers to behave themselves.
There's money and lives on the line in the real world. (Sadly in that order as is the world we live in) There is also no anonymity, no second chances and race ending damage.

It was very naive for PD to think that telling people 'don't do anything that makes you look bad' would have any effect on keeping races civilized.

The real world doesn't have the benefit of every parameter being known in real time. The game knows exactly to the mm where each car is on the track, knows your inputs, knows the exact conditions and can calculate the braking distance etc. It's not easy irl to make a penalty decision due to all the unknowns involved as well as having limited camera angles to use. The server can see exactly who didn't leave room where, who started braking too late, who steered into the other car.

In F1 asking the drivers to keep each other alive works. In a game where the general mindset is, take out the competition, it will never work. Maybe PD realizes this in GT14 :dopey:
 
End of the week pace had left me hesitant to race. My 1.59.1 for race B is starting me in 9th. I shouldn’t really worry about it but the mid pack races I’ve been in this week have been mostly deranged and I don’t want another SR spiral to climb out of.
 
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The real world doesn't have the benefit of every parameter being known in real time. The game knows exactly to the mm where each car is on the track, knows your inputs, knows the exact conditions and can calculate the braking distance etc. It's not easy irl to make a penalty decision due to all the unknowns involved as well as having limited camera angles to use. The server can see exactly who didn't leave room where, who started braking too late, who steered into the other car.
Can you give an example of a game that implements this in the perfect way you're suggesting is possible here, as I've never played it.

There's an assumption on here that I see quite often that every movement a player makes is 100% calculated and on purpose, that if they avoid a penalty it's always malicious and planned, if they brake too early it must be a brake check etc. This is just not the case.

I'm sometimes drunk when playing, I'm not alone, I try my best at all times but if I don't leave space it's likely because I wasn't paying full attention which would probably look to a super strict penalty system like I was deliberately blocking or squeezing a car to the outside. Sometimes I'm completely distracted as my toddler has done something unexpected and in the time between that happening and me quitting the race, my car has likely caused some chaos.

Only a very small minority of players are in any way versed or experienced in racing or racing sims and have full control of their car at all times. The vast majority of people racing have a loose control of what they're doing and that can slip very quickly - and I'm not talking just lower lobbies, most A and A+ players are also just that, players, not drivers.

All you would get with more rigorous enforcement under the misguided belief that "the server can see exactly who" did what where, is a new set of complaints.
 
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I have thought about that. I don’t want to be the guy that’s lagging all over the track due to weak connection but I guess that’s everyone in gt7 now!
It's actually alright in Sport mode, my races on my American account feel pretty much identical to the races on my EU account.

It's worth doing imo, lets you enjoy sport races in a much more lax manner when you can just hop in on an alt and race through the field from the back.


American fields are less competitive too so it's easier to score wins
 
End of the week pace had left me hesitant to race. My 1.59.1 for race B is starting me in 9th. I shouldn’t really worry about it but the mid pack races I’ve been in this week have been mostly deranged and I don’t want another SR spiral to climb out of.

1.59 (whistles slowly:))

Just delved into racing online for thr first time in my life. 7 on Race b, 1 win, up to D A. I was qualifying between 1st and 3rd, clocking between 2.03 and 2.04 once I got into a bit of a groove. I'm based in UK.

Didn't encounter any idiots really, races were pretty clean tbh.

Really enjoyed it actually. Certainly gets the blood/adrenaline pumping, like decent online games tend too!
 
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B80
1.59 (whistles slowly:))

Just delved into racing online for thr first time in my life. 7 on Race b, 1 win, up to D A. I was qualifying between 1st and 3rd, clocking between 2.03 and 2.04 once I got into a bit of a groove. I'm based in UK.

Didn't encounter any idiots really, races were pretty clean tbh.

Really enjoyed it actually. Certainly gets the blood/adrenaline pumping, like decent online games tend too!
Guys in pole are in the 57s! You’re right, nothing like it and single player seems a bit vacuous once you start racing real people. I’m happy to hear your first foray into online racing is going well, a win so soon is awesome too. Sounds like you’re going to climb up the DR ranks quickly if you’re already qualifying that high. 2.03 wouldn’t see you out of place in DR B. Maybe see you on track in the near future.
 
Can you give an example of a game that implements this in the perfect way you're suggesting is possible here, as I've never played it.

There's an assumption on here that I see quite often that every movement a player makes is 100% calculated and on purpose, that if they avoid a penalty it's always malicious and planned, if they brake too early it must be a brake check etc. This is just not the case.

I'm sometimes drunk when playing, I'm not alone, I try my best at all times but if I don't leave space it's likely because I wasn't paying full attention which would probably look to a super strict penalty system like I was deliberately blocking or squeezing a car to the outside. Sometimes I'm completely distracted as my toddler has done something unexpected and in the time between that happening and me quitting the race, my car has likely caused some chaos.

Only a very small minority of players are in any way versed or experienced in racing or racing sims and have full control of their car at all times. The vast majority of people racing have a loose control of what they're doing and that can slip very quickly - and I'm not talking just lower lobbies, most A and A+ players are also just that, players, not drivers.

All you would get with more rigorous enforcement under the misguided belief that "the server can see exactly who" did what where, is a new set of complaints.
I don't know such game but I have a pretty good understanding of racing etiquette by now and with my programming background I bet I can already do a much better job at detecting the easy cases compared to the current penalty system. As I said before, the game can already detect the low hanging fruit as in SR.E it ghosts offenders on a collision course. Side swipes and dive bombs get denied in SR.E (or rather give you a free pass through the car in your way...)

The problem with the penalty system since day one is, it's starved of context and relevant information, and as such only gets to see there was contact with x force, after contact A went off track, B stayed on, B gets a penalty. It has always been variations of looking at the outcome only, someone loses a position, someone gets a speed boost, someone touches a wall. Those are the conditions the game looks at. It makes a distinction between braking zone to apex vs the rest, but doesn't look at any actual positions of the cars on the track.



The rules are not all that hard to follow. (Beyond the Apex Etiquette rules)
Always 2 wheels (or at least one) inside the white lines (game fails to enforce this very simple thing to do for a game)

When racing, you can only drive on the approved track surface. With the exception of certain tracks, such as urban circuits, white lines are painted on both sides of the track, and you should try to drive within these lines at all times. In most races you will incur a penalty if all four of your tyres leave the track.

After leaving the track merge back in safely (why can't the game tell one car came from off track, instead assigns the penalty to the car already on the track because A was off track at contact / goes off again, B managed to stay on, B gets penalty)

If you misjudge the braking point, you might find yourself driving off the track. You'll want to return to the track right away, of course, but be aware that blocking—or colliding with—other cars as you do so will incur a penalty.

Don't block faster traffic (easy to determine, drive slow, getting up to speed again on the racing line, you're at fault)

If there's a faster car coming up from behind, you should yield the racing line. Refusing to do so by abruptly changing your line and obstructing chasing cars is dangerous, and could lead to collisions.

One defensive move rule (just look at car position and steering input, not rocket science)

If a rival car is closing in from behind, you can change your course in order to protect your position—but only once. Repeatedly changing course in order to prevent them from overtaking is a violation, and will incur a penalty.

Always leave room, at least one car width.

When returning to the racing line after changing course, be sure to leave one car's width of space between you and the side of the track. This is to allow rival cars the opportunity to overtake.

Out-in-out is the fundamental principle of cornering, but there are times when it isn't appropriate. For example, if you're overtaking a rival car on the outside on a corner. Moving to the inside of the corner at the apex would block off the rival car, driving them off the track. As such, you must leave one car's width of space between you and the inside of the corner when performing such a manoeuvre.


This is the easiest thing to program, car width is known, position of the white lines is known...

Be aware that entering and exiting the pit lane while racing can get in the way of other cars. Suddenly swerving into the pit lane at the last minute, or driving straight out of the pit lane and into the main racing line, will incur a penalty.

Hallelujah that one works! (bit trigger happy but good, was needed)

The yellow flag indicates that there is a hazard on the track, and is waved at the post immediately before the hazard. Drivers must slow down in the sector where the flag is waved, and overtaking is forbidden.

There's a yellow flag penalty, although it can often fire for the wrong incident when multiple happen and 'must slow down' has never been enforced.

The blue flag is used to inform a driver that a faster car is coming up behind them, and is used to indicate to cars that they're about to be lapped. When you see the blue flag, try to let the faster car pass you as smoothly as possible. If you continually refuse to yield, you will incur a penalty.

Yet again, no penalty. GT Sport had to ghost lapped cars to stop them interfering, in GT7 they can still take out the lead.



Very achievable to turn these rules into a working penalty system. GT7 etiquette rules don't bother with overlap which is a tricky concept with lag involved. Yet that just makes it easier, always leave room when a car is near. If there is side to side contact the one not leaving a car width is at fault.


As for your other arguments, tired, drunk, distracted, not in control, those aren't reasons not to get a penalty. Try that excuse with the police after a road accident ;) Sure this is a game, but if you can't pay enough attention to drive safely or can't be bothered you can always play offline or join a drunk lobby. Or just take the penalties and race in lower SR against like minded individuals. That's the whole point of the SR rating.

SR.S should not be the majority of players. SR distribution should be a bell curve.

SR.S: Only a very small minority of players are in any way versed or experienced in racing or racing sims and have full control of their car at all times.
SR.B: The vast majority of people racing have a loose control of what they're doing and that can slip very quickly
SR.E: Wreckfest players
 
I don't know such game but I have a pretty good understanding of racing etiquette by now and with my programming background I bet I can already do a much better job at detecting the easy cases compared to the current penalty system. As I said before, the game can already detect the low hanging fruit as in SR.E it ghosts offenders on a collision course. Side swipes and dive bombs get denied in SR.E (or rather give you a free pass through the car in your way...)

The problem with the penalty system since day one is, it's starved of context and relevant information, and as such only gets to see there was contact with x force, after contact A went off track, B stayed on, B gets a penalty. It has always been variations of looking at the outcome only, someone loses a position, someone gets a speed boost, someone touches a wall. Those are the conditions the game looks at. It makes a distinction between braking zone to apex vs the rest, but doesn't look at any actual positions of the cars on the track.



The rules are not all that hard to follow. (Beyond the Apex Etiquette rules)
Always 2 wheels (or at least one) inside the white lines (game fails to enforce this very simple thing to do for a game)

When racing, you can only drive on the approved track surface. With the exception of certain tracks, such as urban circuits, white lines are painted on both sides of the track, and you should try to drive within these lines at all times. In most races you will incur a penalty if all four of your tyres leave the track.

After leaving the track merge back in safely (why can't the game tell one car came from off track, instead assigns the penalty to the car already on the track because A was off track at contact / goes off again, B managed to stay on, B gets penalty)

If you misjudge the braking point, you might find yourself driving off the track. You'll want to return to the track right away, of course, but be aware that blocking—or colliding with—other cars as you do so will incur a penalty.

Don't block faster traffic (easy to determine, drive slow, getting up to speed again on the racing line, you're at fault)

If there's a faster car coming up from behind, you should yield the racing line. Refusing to do so by abruptly changing your line and obstructing chasing cars is dangerous, and could lead to collisions.

One defensive move rule (just look at car position and steering input, not rocket science)

If a rival car is closing in from behind, you can change your course in order to protect your position—but only once. Repeatedly changing course in order to prevent them from overtaking is a violation, and will incur a penalty.

Always leave room, at least one car width.

When returning to the racing line after changing course, be sure to leave one car's width of space between you and the side of the track. This is to allow rival cars the opportunity to overtake.

Out-in-out is the fundamental principle of cornering, but there are times when it isn't appropriate. For example, if you're overtaking a rival car on the outside on a corner. Moving to the inside of the corner at the apex would block off the rival car, driving them off the track. As such, you must leave one car's width of space between you and the inside of the corner when performing such a manoeuvre.


This is the easiest thing to program, car width is known, position of the white lines is known...

Be aware that entering and exiting the pit lane while racing can get in the way of other cars. Suddenly swerving into the pit lane at the last minute, or driving straight out of the pit lane and into the main racing line, will incur a penalty.

Hallelujah that one works! (bit trigger happy but good, was needed)

The yellow flag indicates that there is a hazard on the track, and is waved at the post immediately before the hazard. Drivers must slow down in the sector where the flag is waved, and overtaking is forbidden.

There's a yellow flag penalty, although it can often fire for the wrong incident when multiple happen and 'must slow down' has never been enforced.

The blue flag is used to inform a driver that a faster car is coming up behind them, and is used to indicate to cars that they're about to be lapped. When you see the blue flag, try to let the faster car pass you as smoothly as possible. If you continually refuse to yield, you will incur a penalty.

Yet again, no penalty. GT Sport had to ghost lapped cars to stop them interfering, in GT7 they can still take out the lead.



Very achievable to turn these rules into a working penalty system. GT7 etiquette rules don't bother with overlap which is a tricky concept with lag involved. Yet that just makes it easier, always leave room when a car is near. If there is side to side contact the one not leaving a car width is at fault.


As for your other arguments, tired, drunk, distracted, not in control, those aren't reasons not to get a penalty. Try that excuse with the police after a road accident ;) Sure this is a game, but if you can't pay enough attention to drive safely or can't be bothered you can always play offline or join a drunk lobby. Or just take the penalties and race in lower SR against like minded individuals. That's the whole point of the SR rating.

SR.S should not be the majority of players. SR distribution should be a bell curve.

SR.S: Only a very small minority of players are in any way versed or experienced in racing or racing sims and have full control of their car at all times.
SR.B: The vast majority of people racing have a loose control of what they're doing and that can slip very quickly
SR.E: Wreckfest players
Each of these seems easy in isolation. But they don’t occur in isolation.

E.g. If I enter a turn 0.5 seconds ahead of another car and we make contact at the apex, who should get the penalty? He dive bombed, but I didn’t leave a car width.

I re-enter the track carefully but another car veers off the racing line and we make contact. Who’s at fault?

Then on top of this you are facing humans who will actively seek and exploit any and all unexpected outcomes from your system.

As for the distribution of SR, it absolutely should NOT be a bell curve. It doesn’t measure skill, it endeavors to measure intent. If it is successful, it should reflect the overall racing etiquette of the player base. If that was a bell curve, the game would be unplayable.
 
Each of these seems easy in isolation. But they don’t occur in isolation.

E.g. If I enter a turn 0.5 seconds ahead of another car and we make contact at the apex, who should get the penalty? He dive bombed, but I didn’t leave a car width.

I re-enter the track carefully but another car veers off the racing line and we make contact. Who’s at fault?

Then on top of this you are facing humans who will actively seek and exploit any and all unexpected outcomes from your system.

As for the distribution of SR, it absolutely should NOT be a bell curve. It doesn’t measure skill, it endeavors to measure intent. If it is successful, it should reflect the overall racing etiquette of the player base. If that was a bell curve, the game would be unplayable.
It's a dive bomb if he carried too much speed not to be able to leave you a car width. That's easily calculated / simulated. If you are both able to make the corner then the next rule (at least in F1) is that the car getting to the apex first has corner rights. If there is doubt, both get an SR deduction, no penalty.

If you re-enter the track and get hit by another car, you didn't do it carefully enough. The other doesn't have to make room for you to re-enter the track. You have to yield to oncoming traffic.

Check whether there are cars behind you and ensure that you return safely to the track. If you're still getting used to racing, there is a 'Driver Assistance' feature that will automatically replace your car on the track.

(What's the Driver Assistance feature?)

Of course humans will try to exploit any system. That's why we need more than a few little tweaks or knee jerk swings a couple times a year to stay on top of what's happening online.

SR is a bell curve, as you said yourself, only a small minority can drive at a perfect safety level. SR atm measures nothing. You gain SR by staying on track, you lose it by getting hit. At most it measures your ability to stay away from everyone else. However most contact is never noticed or acted upon by the game, despite the game stating "absolutely no contact allowed"

Hence my other long standing wish is to get rid of SR as it is, register the amount of contacts people get involved in over time and sort everyone on that. A simple demerit system
1 point deduction for going off track, hit a wall, spin out. Time penalty for time gained only.
3 point deduction for contact with another car where it's unclear who is at fault (both SR Down)
10 point deduction for contact with another car, plus penalty, where it is clear who is at fault
Keep a tally for each player, points accumulated per race with a time stamp (time driven in sport mode)
Points in the past slowly lose their value, 100% if it just happened, 1% if it happened 10 hours (time driven in sport mode) ago.

When matching for a race, sort everyone on their current safety score and divide them in equal groups, but make sure those groups are divisible by the number of players for that race. (Just the last group will have spots left open). Sort each group on DR and create the rooms.

The 'safety point' distribution will be a bell curve, but dividing it in equal groups will serve better for matchmaking since less spread in DR also makes safer races. Otherwise the safest rooms will just be A+/S to D/S affairs.
 
Guys in pole are in the 57s! You’re right, nothing like it and single player seems a bit vacuous once you start racing real people. I’m happy to hear your first foray into online racing is going well, a win so soon is awesome too. Sounds like you’re going to climb up the DR ranks quickly if you’re already qualifying that high. 2.03 wouldn’t see you out of place in DR B. Maybe see you on track in the near future.


Cheers mate. Enhoy reading your posts around progression youve made.

Tbh and to clarify, they were my qualifying times, times during races were a bit slower at times. Somme races nothing happened at all, couldn't ctactch person ahead and was staying clear of the pack.

You really come atuned/aware of being laser focused, trying to trim your time, whereas v AI, there's more margin for error, being a bit more relaxed about things.

I switched it off around 2220 as errors started creeping in, as had been awake since 0200 in the day. Probably a good thing as working from home today and wanted to keep playing. Online gaming defo draws me in more! Yeah, I've found once I go into online on games (historically mainly fifa, cod etc), single player totally loses its appeal, just feels a bit flat, 2 dimensional almost.

Recall reading someone advising newbies to focus on 1 race all week and get used to a particular track, and improve rating. I chose trial Mountain as played it a lot previous versions so know it relatively well, but haven't spent that much time or taken racing games that seriously in past. I like the idea of weekly race schedule as can focus on 1 track or 2 at a time and keep trying to improve.

So when BoP reduced hp and adds weight, do we know how it applies it. Ie does reduce hp via ecu or restrictor? Do we know if ballast is applied to default (central) position?

I'd be intersted in buying cars, then applying BoP handicaps to preferred cars and going into time trial or v ai to learn tracks as they appear on the weekly online schedule, as only really know a few well tbh.wanted want to just to a couple of qualifyinglaps and not be confident of track before entering races.If I was to go to Nurburgring or kyoto last night, would have struggled, as don't know them anywhere near as well as trial Mountain, where I was confident in pushing car hard (foe me anyway).

I was surprised at variety of cars people chose. I used the Alfa 155, but seemed to be all sorts. After reading about attenza comments before how BoP was making things boring, was expecting to see same cars being used by majority.
 
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It's a dive bomb if he carried too much speed not to be able to leave you a car width. That's easily calculated / simulated. If you are both able to make the corner then the next rule (at least in F1) is that the car getting to the apex first has corner rights. If there is doubt, both get an SR deduction, no penalty.

If you re-enter the track and get hit by another car, you didn't do it carefully enough. The other doesn't have to make room for you to re-enter the track. You have to yield to oncoming traffic.

Check whether there are cars behind you and ensure that you return safely to the track. If you're still getting used to racing, there is a 'Driver Assistance' feature that will automatically replace your car on the track.

(What's the Driver Assistance feature?)

Of course humans will try to exploit any system. That's why we need more than a few little tweaks or knee jerk swings a couple times a year to stay on top of what's happening online.

SR is a bell curve, as you said yourself, only a small minority can drive at a perfect safety level. SR atm measures nothing. You gain SR by staying on track, you lose it by getting hit. At most it measures your ability to stay away from everyone else. However most contact is never noticed or acted upon by the game, despite the game stating "absolutely no contact allowed"

Hence my other long standing wish is to get rid of SR as it is, register the amount of contacts people get involved in over time and sort everyone on that. A simple demerit system
1 point deduction for going off track, hit a wall, spin out. Time penalty for time gained only.
3 point deduction for contact with another car where it's unclear who is at fault (both SR Down)
10 point deduction for contact with another car, plus penalty, where it is clear who is at fault
Keep a tally for each player, points accumulated per race with a time stamp (time driven in sport mode)
Points in the past slowly lose their value, 100% if it just happened, 1% if it happened 10 hours (time driven in sport mode) ago.

When matching for a race, sort everyone on their current safety score and divide them in equal groups, but make sure those groups are divisible by the number of players for that race. (Just the last group will have spots left open). Sort each group on DR and create the rooms.

The 'safety point' distribution will be a bell curve, but dividing it in equal groups will serve better for matchmaking since less spread in DR also makes safer races. Otherwise the safest rooms will just be A+/S to D/S affairs.
I think your assessment of the divebomb situation is overly simplistic. If I enter a corner 0.5 ahead of another car, I am almost certainly committed to the racing line and set up to hit the apex and accelerate out. If the car behind is at the apex when I get there, he did it by taking a ridiculous and unpredictable approach. He might be able to get around the turn, likely with a very, very poor exit, but by the letter of your interpretation I’m in the wrong. Hello, constant divebombs and penalties to the car ahead.

Similarly, your point about re-entry invites everyone to target a re-entering car. Just nudge anyone who comes back on and give them another penalty.

I think you’ve misunderstood my point about SR. It’s not supposed to differentiate on the basis of skill. Even low skill drivers can avoid contact by being aware and cautious. If the game was filled with drivers who want to drive clean, then everyone should be SR S. We then have DR to determine skill matchups.

Ultimately my point is that lots of systems seem logical in isolation, but when they’re implemented there are always unintended outcomes and manipulation. If it was easy to implement, every game would already have done it.
 
Up to S rating. Just won my 2nd race!

Is there a way to see more of a break down, for where you stand with Dr/sr? How close to next levels?
 

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I don't know such game but I have a pretty good understanding of racing etiquette by now and with my programming background I bet I can already do a much better job at detecting the easy cases compared to the current penalty system.

As for your other arguments, tired, drunk, distracted, not in control, those aren't reasons not to get a penalty. Try that excuse with the police after a road accident ;)

SR.S should not be the majority of players. SR distribution should be a bell curve.
Fair points in response, I'd only really come back to say while I will take your word with a background in programming that a penalty system with such depth is possible, until I've actually seen it done in a game or sim to the level that you're talking about, I can't hold it against GT that much. It's certainly not the worst one out there.

My point with distractions isn't so much that infractions then don't deserve a penalty but just simply there's an understanding we must come to that what we're doing here isn't high level simulation racing, it's playing a video game - no matter how seriously we may take it - there are going to be such a wide variety of players, in limitless number of circumstances and um, levels of sobriety that are joining us in game. A penalty system that lacks any sort of give or flexibility will cause more complaints than it solves.

On SR you're absolutely right though, I'm genuinely not a good enough or safe enough driver to be S rated and that's not for anything malicious but simply not having full control of my car and full attention at all times, even without distractions I'm just not at that level of focus. And there are many others who shouldn't even be at my level, so yeah I would like to see that actually function as it's set out to.

An example from racing yesterday: coming out of the final chicane at Trial Mountain and I lost the backend trying to get as much speed as possible on exit. It took me a second to catch it and straighten up but in that time I had pushed to the left and tapped a car alongside and nudged him into the wall for a brief contact. One I straightened up I stayed alongside but gave him space, to which he promptly took 3 or 4 violent swipes at me for what I guess he assumed was a deliberate move - forcing me into the wall on the right and dropping a couple of positions. He probably drove off thinking he had bettered a rammer :lol:

Sorry for the blah blah, but context matters - I would say as I can occasionally lose control - SR B/A And for this guy who reacts violently to a racing incident - SR D?
 
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B80
Recall reading someone advising newbies to focus on 1 race all week and get used to a particular track, and improve rating
That’s certainly how I’ve done it. It has the downside that I still don’t really know a lot of the tracks, only the ones that I’ve focused on in the dailies or done the circuit experience for.
B80
was surprised at variety of cars people chose. I used the Alfa 155, but seemed to be all sorts
You’ll find as you move up the ranks the variety becomes less and less until it’s literally just one or two cars. There’s less time that you can afford to give up to the rest of the field by picking different cars. I read the 155 is about 7mph slower on the straight than the GTR, that could potentially be multiple positions over 4 laps. I’ve not seen anything but GTR or WRX this week.
 
A penalty system that lacks any sort of give or flexibility will cause more complaints than it solves.
As to my original post and point. The game adjust these rules to suit the racing level which then doesn’t help higher up leagues.

I would consider myself a fair driver, but looking back now to when I first did daily races I would say it’s taken me a good few months to learn the racing etiquettes. I’ve always know about racing etiquette from watching a lot of motorsport, but it’s totally different on a video game. Those first few weeks racing down in E, D with minimal rules, I know for a fact when I was in C and B leagues I’ve probably made moves which were totally stupid and uncalled for. These last 4/5 weeks I’ve improved on that etiquette and only made moves I know 100% I can pull off.
The set up of the game I think promotes that bad sort of driving. The DR/SR rating points that are handed out should be less, or they should be a bigger gap between the leagues. On my second account I’ve only done the daily’s the last two days I’m already up to C/S.

An example from racing yesterday: coming out of the final chicane at Trial Mountain and I lost the backend trying to get as much speed as possible on exit. It took me a second to catch it and straighten up but in that time I had pushed to the left and tapped a car alongside and nudged him into the wall for a brief contact. One I straightened up I stayed alongside but gave him space, to which he promptly took 3 or 4 violent swipes at me for what I guess he assumed was a deliberate move - forcing me into the wall on the right and dropping a couple of positions. He probably drove off thinking he had bettered a rammer :lol:
Yeah that sucks. When it’s a genuine mistake some take it out of context and assume your a dirty driver and seek revenge.
 
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