- 658
- Canada
Yup I was placed 3rd and still was repeatedly rammed. ¯\_(ツ)_/¯And we should point out that if everyone spends time getting a good qualifying time the problem doesn't go away. Someone HAS to be tenth. There's no avoiding it.
Yup I was placed 3rd and still was repeatedly rammed. ¯\_(ツ)_/¯And we should point out that if everyone spends time getting a good qualifying time the problem doesn't go away. Someone HAS to be tenth. There's no avoiding it.
And we should point out that if everyone spends time getting a good qualifying time the problem doesn't go away. Someone HAS to be tenth. There's no avoiding it.
To the top drivers complaining in this thread, make it easy on Tassie_tiger and PD by gathering up as many videos for evidence as you can in your own thread. PD will look at this 28 page thread but it'll take forever to glean the relevant info from it. Ask a mod if they'll keep an eye on it to keep it from turning as long winded as this one.
I think I've covered everything...
Much of this thread is focused on the 2 sec penalties for minor contact, which is affecting the innocent about as much as the 'guilty'. You posted a number of etiquettes, which don't agree with each other on little bumps - some demand zero contact, some don't. There's a valid argument for both cases, so there isn't one single 'truth' in this matter. Besides, the greatest argument against these time penalties is that one little bump in an entire race can wreck that race for you and the other guy, regardless of whether it was your fault. Etiquette doesn't really come into it at that level of cleanliness, that would be a little error or misjudgment, not a different mindset.
Most discussion of etiquette in this thread is being prompted by people assuming that others are dirtier than they actually are......
Increasing participation in Sport Mode - actions to elevate the enjoyment of drivers with varying degrees of skill/equipment/time/etc. is not working, resulting in 90+% opting to stay away from Sport Mode. How does PD overcome this hurdle?
I've no need to look at it. I've been there, done that, and got the T-shirt long ago.
Why would you think I need to brush up on my etiquette anyway? I'm one of the least aggressive drivers out there and very rarely cause contact.
I think it's a case of everyone being pretty clued up on etiquette but some just choose to ignore it in the heat of the moment.
Right. Back to the penalties.![]()
This should streamline things.
Many drivers made an effort to illustrate improvements and these should be included in the dialogue with PD.
Emerging Themes/Opportunities
- Contact initiation/fault is inconsistent at best - only drivers at fault need to be penalized. We understand there may not be a perfect scenario, but currently it lacks finesse and plagued with inconsistencies.
- Contact at upper levels is too strict (S/S and A/S) - harsh penalties will reduce incidents, but may severely undercut the enjoyment of competitive racing.
- Tiered penalty system (if indeed there is one between A/S and above vs B/S and below) - may introduce an unnecessary variable that could result in gaming the system especially within mixed level races by lower ranks. Is it more sensible to have one consistent system for penalty detection, but lessen the impact for lower ranks?
- Matchmaking needs attention - this may be a highly underestimated opportunity to improve the quality of races within any penalty system.
- Bad behavior like weaving, blocking, brake checking, etc - reporting players is a great feature, but this needs immediate attention as dirty drivers should receive their karma during the race.
- Good behavior is underappreciated - rewarding good racecraft may be another effective form of encouraging desired behaviors, especially during a race.
- Serving penalties is causing havoc - lack of protocol on how to serve penalties is causing drivers to take evasive maneuvers, triggering more incidents/penalties.
- HUD improvements - elevating the visibility around the driver will certainly improve awareness and decision-making during close racing regardless of which game view is used.
- Driver aggression and racecraft - perhaps the most important aspect for me personally. How do we get to a level where the majority of drivers comprehend what is expected on the limit? We have the Driving School, Circuit Experience, do we need Sportsmanship Training?
- Increasing participation in Sport Mode - actions to elevate the enjoyment of drivers with varying degrees of skill/equipment/time/etc. is not working, resulting in 90+% opting to stay away from Sport Mode. How does PD overcome this hurdle?
I din´t LIKE your post!!! I LOVED it!!!And I´m all against of the strickness of penalizations rizing for the "upper classes"... it should´nt be different for any player in any condition... For all equal laws and equal weight... regardless of condition...
This should streamline things.
Many drivers made an effort to illustrate improvements and these should be included in the dialogue with PD.
Emerging Themes/Opportunities
- Contact initiation/fault is inconsistent at best - only drivers at fault need to be penalized. We understand there may not be a perfect scenario, but currently it lacks finesse and plagued with inconsistencies.
- Contact at upper levels is too strict (S/S and A/S) - harsh penalties will reduce incidents, but may severely undercut the enjoyment of competitive racing.
- Tiered penalty system (if indeed there is one between A/S and above vs B/S and below) - may introduce an unnecessary variable that could result in gaming the system especially within mixed level races by lower ranks. Is it more sensible to have one consistent system for penalty detection, but lessen the impact for lower ranks?
- Matchmaking needs attention - this may be a highly underestimated opportunity to improve the quality of races within any penalty system.
- Bad behavior like weaving, blocking, brake checking, etc - reporting players is a great feature, but this needs immediate attention as dirty drivers should receive their karma during the race.
- Good behavior is underappreciated - rewarding good racecraft may be another effective form of encouraging desired behaviors, especially during a race.
- Serving penalties is causing havoc - lack of protocol on how to serve penalties is causing drivers to take evasive maneuvers, triggering more incidents/penalties.
- HUD improvements - elevating the visibility around the driver will certainly improve awareness and decision-making during close racing regardless of which game view is used.
- Driver aggression and racecraft - perhaps the most important aspect for me personally. How do we get to a level where the majority of drivers comprehend what is expected on the limit? We have the Driving School, Circuit Experience, do we need Sportsmanship Training?
- Increasing participation in Sport Mode - actions to elevate the enjoyment of drivers with varying degrees of skill/equipment/time/etc. is not working, resulting in 90+% opting to stay away from Sport Mode. How does PD overcome this hurdle?
How about some attempted sentence structure, man? Stream of conscience is exhausting to read.About reporting dirty players... .must of us just want to play and have fun!! And have so little time to do it! (Me for example!!) Guys, that arrive home very late from their work and after all that we have to do at home, it remains so little time to do: 1st a decent classification turn.. (sometimes I loose more time on it than doing the races actually...) and play... that afterwards we don´t want to loose a lot of our so sparse time, on doing the "dirty job" (reports of bad conduit).... So these reports must have a way of doing them, very simple and very fast.. and they will only have some result like that.. or else.. .most of the players will not perform them. ...either for not knowing how... either for the reason I´ve just explained before...
or.. both!!!!
![]()
Much as I appreciate your efforts to pull together that list impartially, without bias or judgement, I fear that it still looks like a summary of what people want rather than objective concerns.
Mate, I've been thinking how to reply to your post without coming across like a complete prat, but where I live it is 2am - so please take that into consideration!
You are basically blaming the victim.
So, let me get this right. What you are essentially saying is, racing incidents are the result of not posting a good qual? If you don't post a good qual, well, bad stuff is probably going to happen, and it is your fault for not getting a good qual?
I just don't even... can I ask, did you read my original posts about that particular incident? And I want to stress that focusing too much on that one incident misses the broader narrative it is presented as supporting.
Again, sorry for the tone of this, but your reasoning seems entirely backwards to me
EDIT Just to give you an additional sense of why I'm confused by your post - this is from an earlier post by me on the issues. Occurred to me that perhaps, given the thread is pretty long, I should not expect you to have read my previous posts - sorry:
My first race on smurf account, post-patch, which I think I detailed here, first turn of the race I was hit from behind (in P2) - and ended up with more than 10 seconds of penalty. In addition to SR & DR downs. That resulted in me finishing last, as I gained additional penalties in the race from being further hit from behind.
Next race, level now A/A, pole - no issues. Why? Because I was 5+ seconds ahead of P2 on the first lap having run like a whipped dog to escape the rampaging horde.
Then, made the mistake of thinking, ah well, bit of bad luck eh. The next, I think it was 5 maybe 6 races - all from pole, I was hit from behind at T1, T2 or T3 and my races were effectively over at that point. In addition, my ranking dropped to B/D. I am not exaggerating - every race the same thing.
Adding structure tends to lead to constructive dialogue, especially if biases are mitigated.
Dialogue between people here or with PD?
Usually works everywhere.
Emerging Themes/Opportunities
- Contact initiation/fault is inconsistent at best - only drivers at fault need to be penalized. We understand there may not be a perfect scenario, but currently it lacks finesse and plagued with inconsistencies.
- Contact at upper levels is too strict (S/S and A/S) - harsh penalties will reduce incidents, but may severely undercut the enjoyment of competitive racing.
- Tiered penalty system (if indeed there is one between A/S and above vs B/S and below) - may introduce an unnecessary variable that could result in gaming the system especially within mixed level races by lower ranks. Is it more sensible to have one consistent system for penalty detection, but lessen the impact for lower ranks?
Matchmaking needs attention - this may be a highly underestimated opportunity to improve the quality of races within any penalty system.
Serving penalties is causing havoc - lack of protocol on how to serve penalties is causing drivers to take evasive maneuvers, triggering more incidents/penalties.
Driver aggression and racecraft - perhaps the most important aspect for me personally. How do we get to a level where the majority of drivers comprehend what is expected on the limit? We have the Driving School, Circuit Experience, do we need Sportsmanship Training?
Increasing participation in Sport Mode - actions to elevate the enjoyment of drivers with varying degrees of skill/equipment/time/etc. is not working, resulting in 90+% opting to stay away from Sport Mode. How does PD overcome this hurdle?
I'm in camp 1, and also have technical objections to the time penalties.
You've been in camp 2 from the start, although now trying to present as neutral.
To be very clear, because someone is bound to chirp up - BOTH of these camps want good clean racing. The 'rubbing is racing' crowd might claim to be in camp 1, but that shouldn't be used to ignore the many clean racers that are in camp 1 as well.
Even if there aren’t enough S/S or A/S drivers to fill a grid in daily races, would a grid of 8-12 be so bad? Do we really need a full grid every race? Most of the dailies that are mixed from S/S - D/S half of the grid doesn’t even get to cross the finish line.This had not occurred to me with sportmode matchmaking - the binning of DR in addition to SR to ensure tiered grids. I had been thinking it was simply the result of trying to optimize the mix on the basis of the number of live participants. On the basis of the daily numbers of qualifying times posted in the Asia Pacific region, I'm not sure I agree with you on the numbers. They are pretty low after all. How many DR S, or for that matter DR A, for a given Daily race do you think are concurrently available for entry?
(Enjoyed the post btw)
To clarify, I'm in the camp that wants to improve GTS.
Yes it's an imperfect system that is heading in the right direction, but I wish PD would take the lead in providing some governance on what is and is not proper racecraft. Instead we are left to experiences the new rules while battling for position in a race. Not an ideal method for implementation IMO.
Do we really need a dedicated thread on how to serve a penalty? PD really needs to think comprehensively about adjustments to their system and how it affects the racing. Ghosting would suffice in this case...think about how new adjustments will be implemented PD.
Not sure I like the brake check bit, but if the rest was implemented, I could get behind it on the whole1 - Early on, almost any rear end collision resulted in the culprit getting 10 second penalty. One of the first updates reduced that tendency, presumably because it was being abused by people brake checking others. As I've said, and we all know to be true, the game knows when you are slowing down in a location where you should not be. It is, in fact, how penalties are scrubbed. I recommend returning to the old method and penalizing rear end collisions, maybe not 10 seconds, but at least with the sensitivity of old. If a player has a rear end collision while braking in a non-braking zone, the penalty should be shared.
As one of the first to speak out and hold the Dr.S drives to a higher standard... well, I've watched the videos and have since backed up on that. Not sure inverting the current system is proper, but, you follow that up with consistent across a broader range... some I'm really confused.2 & 3 - The penalty severity should be inverted and consistent across a broader range. This forces lower ranks to learn that contact is not acceptable, where as now, contact is the way to achieve a higher rank where you THEN learn that it's not acceptable at the cost of others.
Somewhat agree, either way have the penalty flash on screen so you know it's been received... but... getting a 2-5 second penalty on certain sectors might be worth it (Nurb, esses at Suzuka) if stuck behind a slow driver... so... I see the point of serving in race, as, you'd simply be giving that spot back again to serve your penalty... until you passed cleanly... I can see both sides of this.This idea of "scrubbing off penalties" was misguided from the beginning. You should carry your penalties until the end just like real racing. In real racing, the marshals assess penalties after the fact. It's great to know what penalty you have, but scrubbing off is bad.
Currently nominating @Voodoovaj for manager level employment with PD.That said, the system created to allow scrubbing off penalties should be employed to determine blame. The system knows where drivers should be braking, and when they should be accelerating, and by how much. That can be used to put a player in a game state of "fault" and if a collision occurs while a player is in a fault state, give them a penalty. It won't be perfect, but it should be better.
Yes please... I understand weight/power/rideheight, and, I'll even submit to transmission (if I have to)... but please, give us chassis and diff... maybe aero tooTuning - For 20 years, GT has been about tuning. Tuning, from a game design perspective, creates a sense of ownership to a car. You could say that tuning makes the play field uneven, but it also makes the play field more realistic and equally uneven. It creates a sense of community and it connects the lobbies to sport mode even more.
If that is indeed the case... I'm with you 100%Better matchmaking. In the GT6 dailies, it states that there are often nearly 10,000 races in any one race at any one time. I find it EXTREMELY difficult to believe that there isn't enough players of one class to allow them to all be in the same room. Also, you can see a distinct attempt to create a replica of single player with hot-shoes up front, mid-pack drivers, and back markers. That may be fine when trying to create the illusion of participation, but in the real world, there needs to be an even skill base in each race. I believe the matchmaking is intentionally mismatched, and that needs to stop.
Make it so... and, maybe make tire wear in the 3-4 lap races enough that it actually rewards smooth driving, rather than allows/permits over-driving.More sport mode for the masses - Beginner is N100-N300. Intermediate is N400-N700 and Gr4. Advance is N700+, GR 3, and GR1. Race length increases with 3-4 laps on beginner, tire wear and fuel use at 1X. Intermediate has laps of 5-8 with tire wear and fuel use at 4X, basically not enough to require stops. Advanced has 10-15 lap races with tire wear and fuel use requiring pit strategy, including tire choice at race start. As a side note, BoP should restore a car to it's natural N level to maintain diversity (or we'll get everyone in a Porsche, all the time).
This is a long one, sorry, but I had to get it out. Sometimes, the old game designer in me has to have his say (it actually the only reason I come to the forum)
I'd like to address your points, if I may.
1 - Early on, almost any rear end collision resulted in the culprit getting 10 second penalty. One of the first updates reduced that tendency, presumably because it was being abused by people brake checking others. As I've said, and we all know to be true, the game knows when you are slowing down in a location where you should not be. It is, in fact, how penalties are scrubbed. I recommend returning to the old method and penalizing rear end collisions, maybe not 10 seconds, but at least with the sensitivity of old. If a player has a rear end collision while braking in a non-braking zone, the penalty should be shared.
2 & 3 - The penalty severity should be inverted and consistent across a broader range. This forces lower ranks to learn that contact is not acceptable, where as now, contact is the way to achieve a higher rank where you THEN learn that it's not acceptable at the cost of others.
I address this below.
This idea of "scrubbing off penalties" was misguided from the beginning. You should carry your penalties until the end just like real racing. In real racing, the marshals assess penalties after the fact. It's great to know what penalty you have, but scrubbing off is bad.
That said, the system created to allow scrubbing off penalties should be employed to determine blame. The system knows where drivers should be braking, and when they should be accelerating, and by how much. That can be used to put a player in a game state of "fault" and if a collision occurs while a player is in a fault state, give them a penalty. It won't be perfect, but it should be better.
This ship has sailed. They could put this system in place in GT League, but with little to play for in GT League, it will just reduce participation in that feature (if there is any to speak of). I feel strongly that an inverse ramp of penalty severity will be the only way to help this.
There needs to be a four pronged attack here. If I were hired to fix this problem, this is exactly what I would suggest. (full disclosure, I actually used to do this for a living. I would review pre-release games and give recommendations. I was also the lead designer on several versions of Battlefield..you might have heard of it..there, now y'all know the truth..you can actually google my GTPlanet name and find old interviews if you think I'm making this up)
1 - Better game design - The emotional reward is not enough. There needs to be an increased tangible reward. In the FIA races, there's a top 24 where you get 3X points, etc. In GT6, there is a reward multiplier for daily login. Add a multiplier for race participation (max 3X or 5X per day) and point out to the player the extra bonus they are getting for improving their position. Players need to have a play space where there isn't only 1 winner. If a player can use Sport Mode in the same way they currently use GT League (to gain XP and credits) then, there will be more desire to participate. I would even go so far as tying the bonus to clean racing, but the clean race bonus needs to be less stringent. I have had clean races, no contact, no off tracks, etc, and still not received a bonus. It should be a simple check of penalty or no penalty.
2 - Tuning - For 20 years, GT has been about tuning. Tuning, from a game design perspective, creates a sense of ownership to a car. You could say that tuning makes the play field uneven, but it also makes the play field more realistic and equally uneven. It creates a sense of community and it connects the lobbies to sport mode even more.
3 - Better matchmaking. In the GT6 dailies, it states that there are often nearly 10,000 races in any one race at any one time. I find it EXTREMELY difficult to believe that there isn't enough players of one class to allow them to all be in the same room. Also, you can see a distinct attempt to create a replica of single player with hot-shoes up front, mid-pack drivers, and back markers. That may be fine when trying to create the illusion of participation, but in the real world, there needs to be an even skill base in each race. I believe the matchmaking is intentionally mismatched, and that needs to stop.
4 - More sport mode for the masses - In GT6, there are several races for road cars. The GTS approach is just too limiting. Sport Mode should be more like GT League with daily events that are more inclusive of the N class cars. Race A, Race B, Race C should really be Daily beginner, Daily intermediate, and Daily Advanced with three races per tier. Beginner is N100-N300. Intermediate is N400-N700 and Gr4. Advance is N700+, GR 3, and GR1. Race length increases with 3-4 laps on beginner, tire wear and fuel use at 1X. Intermediate has laps of 5-8 with tire wear and fuel use at 4X, basically not enough to require stops. Advanced has 10-15 lap races with tire wear and fuel use requiring pit strategy, including tire choice at race start. As a side note, BoP should restore a car to it's natural N level to maintain diversity (or we'll get everyone in a Porsche, all the time).
Then again, what do I know
btw, my afternoon appointment was cancelled so I had some time to kill...sorry for the novella.
My description of camp 2 is pretty much a paraphrasing of a couple of your posts:
camp 1 version would be more like "... heading in the wrong direction" as far as time penalties for gentle touches go.
3 - Better matchmaking. In the GT6 dailies, it states that there are often nearly 10,000 races in any one race at any one time. I find it EXTREMELY difficult to believe that there isn't enough players of one class to allow them to all be in the same room. Also, you can see a distinct attempt to create a replica of single player with hot-shoes up front, mid-pack drivers, and back markers. That may be fine when trying to create the illusion of participation, but in the real world, there needs to be an even skill base in each race. I believe the matchmaking is intentionally mismatched, and that needs to stop.
This had not occurred to me with sportmode matchmaking - the binning of DR in addition to SR to ensure tiered grids. I had been thinking it was simply the result of trying to optimize the mix on the basis of the number of live participants. On the basis of the daily numbers of qualifying times posted in the Asia Pacific region, I'm not sure I agree with you on the numbers. They are pretty low after all. How many DR S, or for that matter DR A, for a given Daily race do you think are concurrently available for entry?
(Enjoyed the post btw)