I'm pretty sure I've stated this a few times already, but I will state it again. The Gran Turismo system deals with difficulty by altering PP of the opponents. For good, bad, or whatever, that is what it does.
Putting adjustable sliders on top of that system doesn't work. In fact, it is already in place in arcade mode. You can choose beginner, intermediate, and professional. If those sliders get implemented in the career mode, the results will be the same. Arcade Mode is proof that the current system is a poor strategy for dealing with changes in difficulty.
There needs to be more there.
THAT is why sliders won't work. That's why I said I would complain if they implemented sliders in career mode. It already doesn't work in arcade mode so it's a useless addition.
So in the middle of the race when the AI speeds up or slows down, Gran Turismo is doing this by dynamically altering the PP of the car the AI is driving?
Seems unnecessarily complicated.
Their Arcade mode difficulty is certainly scaled by PP, but as others have pointed out there's also the aggressiveness scale, as well as the rubber band effect, and the B Spec pace up mode (which may or may not be the same as the rubber band effect, since they don't seem to have a higher crash rate under rubber band).
I think there's more going on here than you think there is. Polyphony have more tools at their disposal than just PP.
That's the problem, it's the most rudimentary rubber band possible. We're talking 4bit era rubber band. It's actually astonishing that they implemented such an archaic approach.
Hooray! Finally you understand what's going on, and the issue that the rest of us have with the rubber band in GT6.
SO, the problem that exists is not scaling difficulty (we have BOTH sliders and dynamic difficulty).
We have sliders, if you want to call tyre selection that. It's not a functional slider, if the game simply adapts to remove any effect from it.
I don't say I have temperature control if every time I turn the air conditioning up the automatic heating comes on to counteract it.
The problem is that:
1 - They don't fight each other for position.
2 - It appears they are tuned to allow the user to win, barring calamity.
Hooray! Finally you understand what's going on, and the issue that the rest of us have with the AI in GT6.
It's just EXTREMELY unlikely that PD will throw out the entire AI system and rewrite it for a future update. Maybe for GT7 (maybe) but we aren't discussing GT7.
Aren't we?
We're not talking about patching GT6, there's no way Polyphony will spend time on that. It's taken them 15 months to do B Spec and they still have the course maker to go. But it's recognised that each GT game is an evolution of the last. Polyphony are unlikely to start completely from scratch for GT7, and even if they did they'd be working with what they've learnt already.
If we're talking about developing the AI further, I assumed that it was a given that we were talking about how Polyphony would evolve it for GT7 or other future games.
Maybe you're not on the same page. Maybe you still actually think that Polyphony would modify the GT6 AI. That has never been my opinion.
Did you miss the part where the game ALREADY HAS SLIDERS?
Did you miss the part where people are talking about career mode? The part that makes up the vast majority of the single player game?
It's there right in the OP when he's talking about GT mode races, and many other users in this thread have done the same and named races that they've found too easy. I'm sure someone in here has mentioned Arcade at some point, but I can't remember it.
You've moved the goalposts about forty feet to the left, and now you're bragging about scoring a goal?
If you can explain how MORE sliders will help, please elaborate.
It doesn't need more sliders. It needs sliders that do what they're labelled to do, and do not have their effect negated by the rubber band system. Also, as I said in my first half dozen posts, the AI should be driving equal or near equal machinery. A slider that modifies the average PP of the AI field does not help to achieve that.
The extreme rubber banding in GT6 cripples anything that could be used as user adjustable difficulty. Until they do away with the rubber band, it's impossible for any user adjustable difficulty to have the effect that it should.