- 293
- Sweden
- Vuja_De_
First, a warning: Long rant ahead, even if it is insightful, articulate, and in a nice font.
Second, I race exclusively online now, in both public and private lobbies, and some of the following would be hard to translate to a public lobby. However, I might still be doing some racing offline if these points were implemented.
My problem is mainly that there is not much game to be had in Gran Turismo, so you have to resort to make you own meta games. When the racing works as intended, it is as intense as gaming gets. I just want more when there isnt bumper to bumper, adrenaline pounding racing from start to finish.
Licenses are pointless.
I have played this game since release and havent got all licenses, nor do I think I ever will. They bored me when I got the IC license, and I dont think Im alone in this.
To remedy this, lock available cars by license instead of level. If you want to drive the latest LM prototype, you better have an S license to back it up - earn that baby. I believe it worked this way in previous iterations of Gran Turismo, but I'd tie it to money (or A-spec level) too. That would make the early game something like this: Buy a car, do some races, pay to do the license test (or level up), buy a better car, do more lucrative races (or higher experience yielding ones), rinse and repeat.
A-spec driver level is pointless.
Since sometime around level 15 I didnt notice what level I was until I got the level 40 congratulation.
Instead, they should have linked things like your pit crews effectiveness to your level, i.e. its your whole racing team who are leveling.
The higher the level, the less random your pit stops become. Refueling wouldnt be like clockwork all the time, changing tyres takes different amounts of time, likewise with repairs.
This should also be associated with money and costs, see below.
Money is almost pointless.
The only thing to spend money on are cars, upgrades, and the so called maintenance.
After I bought my first super car (about ¤200 000), money was no longer an issue, but that isnt the main crux I think. It is that this takes away from the bonding with your cars. The only car I really bonded with was my first Mazda MX5 that took me through the first races and cups. Every other car since then have just been another vehicle. Well, maybe apart from a few RUFs.
Car racing is expensive, so why isnt this reflected in the game?
What would this mean in late game when you have more money than things to spend it on anyway? The feeling of accomplishment, remembering when you struggled to keep that expensive race car running to finish that series.
B-spec is almost pointless.
Some feel B-spec is pointless all together, and I can see why some feel that way, but I dont. If you could do the endurance races alternating with your B-spec drivers, they would serve a purpose though.
B-spec drivers should develop according to your coaching. If they do so already, the feedback that it is so is non-existent and the effect should be greatly enhanced. More input options when directing would be welcome (e.g. Hold Position and Save Tyres), as would an actual lap based pit strategy.
Give them a salary for the races in which they participate, i.e. it costs you to use them in races both in full B-spec and A/B split endurance racing. If I dont want to train a driver from scratch, let me hire other drivers for endurance racing. A better driver would be more expensive of course.
Associate the driver level with available cars here, i.e. they acquire licenses with experience.
The stamina, braking, cornering and accuracy skills are all good, but should be more exposed and be different depending on their experience with different cars. I should be able to have a driver that is wickedly fast in the VW Golf GTi, but not as fast in the Formula GT as someone who already have raced the entire Formula series thrice.
Lose the rabbit car.
Please. No buts, just drop it. Polyphony Digital must have all the data they need to do this by now, with all the remote racing that have been going on.
The race timing is almost useless.
Only split times to the race leader is ridiculous. For more, see this thread.
How about all these cars?
With a huge garage comes huge sorting problems. Let me solve these myself by letting me add (custom) tags to cars. If you want to be difficult, limit the number of tags to nine, with a maximum of three per car. I would create the tag Stock for my unaltered cars the very minute I got my hands on this.
More vehicle filters to choose from; years, type (hatchback, estate, etc.), road or race cars, etc. All these would go in the online lobby regulations as well.
Community (online) racing.
Why cant I filter out tyre choices, cars selection limits, tuning, driving aids, etc. that I have no interest in seeing when Im searching for an online lobby?
I thought it would be easier to invite friends to race in an online league in this day and age. Let me specify a track and regulations to go with the invite. This invite system should also be able to be used days before hand as a reminder to all league participants.
I want to be able to create my own league of a number of races that I can share with my friends. The game should be able to keep track of points and chart positions of all participating drivers for me if I (i.e. the lobby owner) just specify in what league an online race is driven. Yes, you understood that correctly; I don't want to limit a league to just sixteen named drivers, as stand-ins and grid fillers will always be needed.
Why cant I choose freely what cars drivers will be able to choose from? Lets say I have my own twisted perception of what a Hot Hatch is, I then want to select precisely those fifteen Skylines that fit my definition. For a list of over 1000 cars, I am now severely limited in my limitation choices.
Let me turn the driver labels off in online racing. They are annoying (and really bad if you use a 3D TV set), and should be optional.
...eh... I say thats enough for now.
Thanks for reading, and take care!
Second, I race exclusively online now, in both public and private lobbies, and some of the following would be hard to translate to a public lobby. However, I might still be doing some racing offline if these points were implemented.
My problem is mainly that there is not much game to be had in Gran Turismo, so you have to resort to make you own meta games. When the racing works as intended, it is as intense as gaming gets. I just want more when there isnt bumper to bumper, adrenaline pounding racing from start to finish.
Licenses are pointless.
I have played this game since release and havent got all licenses, nor do I think I ever will. They bored me when I got the IC license, and I dont think Im alone in this.
To remedy this, lock available cars by license instead of level. If you want to drive the latest LM prototype, you better have an S license to back it up - earn that baby. I believe it worked this way in previous iterations of Gran Turismo, but I'd tie it to money (or A-spec level) too. That would make the early game something like this: Buy a car, do some races, pay to do the license test (or level up), buy a better car, do more lucrative races (or higher experience yielding ones), rinse and repeat.
A-spec driver level is pointless.
Since sometime around level 15 I didnt notice what level I was until I got the level 40 congratulation.
Instead, they should have linked things like your pit crews effectiveness to your level, i.e. its your whole racing team who are leveling.
The higher the level, the less random your pit stops become. Refueling wouldnt be like clockwork all the time, changing tyres takes different amounts of time, likewise with repairs.
This should also be associated with money and costs, see below.
Money is almost pointless.
The only thing to spend money on are cars, upgrades, and the so called maintenance.
After I bought my first super car (about ¤200 000), money was no longer an issue, but that isnt the main crux I think. It is that this takes away from the bonding with your cars. The only car I really bonded with was my first Mazda MX5 that took me through the first races and cups. Every other car since then have just been another vehicle. Well, maybe apart from a few RUFs.
Car racing is expensive, so why isnt this reflected in the game?
Instead of buying an unlimited supply of tyres at a set price, why dont we buy sets instead? Using up a couple of soft sets in half an hour of racing should cost you. Say you only have to pay up when tyres and fuel are limited. That would make it an optional or late game mechanic, although I would prefer if this was available from the get-go.
Costs for parts should follow the price of the car, e.g. fitting an adjustable suspension on a Ferrari should be about ten times as expensive as fitting one to a Mazda.
Entry fees for races. High class racing should not be cheap in any way or form. This fee would include fuel, so no separate cost for that would be needed.
Minor point, but more upgradeable parts; center bolt wheels for quicker pit stops, racing fuel tanks (implies fixing the percentage / fixed size we have now) for lighter car or fewer stops, better brakes (implies adding brake fade and visual feedback), etc.
At least for offline racing, there should be a cost associated with fixing your car after a crash - even just superficial damage. As with tuning parts; the more expensive the car, the higher the cost (perhaps a percentage of the price of a new car). This would foster a cleaner driving style (which Ive noticed Polyphony Digital seems to loath), and make for more exciting races as you know a crash will not only bring in less money for a position further down the field, but also cost you more in repairs, netting you more credits for driving cleanly. Ideally you should be able to choose whether you fix damage or not between races, but the graphical damage model is far too coarse to pull that off. A mandatory monetary penalty for driving mistakes would have to do. If this could be made optional in online racing too, that would be great.
Car service, maintenance and reliability is not utilized to any potential. I dont care if all cars have the same base reliability, but if I accidentally downshift from fifth gear to second instead of fourth, I expect to have to pay the price in performance and maintenance. Furthermore, just driving any engine in the red for long periods of time should have an adverse effect on the performance, while driving conservatively would let you keep peak performance longer, as would avoiding curbs, bumps and jumps. If this is simulated already with the engine and chassis rebuild options, its poorly implemented as it is so slow a buildup that it has no effect during the race. Ideally, the engine maintenance would be higher for a car with high power output, and the body maintenance higher for an ordinary car with rock hard racing suspension - but I think that's probably too fiddly. It would put strategy in how much you tune a car though.
Another minor point; a simple history / log of what has happened to each car, i.e. race positions (with driver), repairs, maintenance (with odometer), etc., according to date and time. It would maybe only be mildly interesting for some, but for my favorite cars I would like this. Hey, that would make your actual 100 favorites a little bit more special.
Lose the car wash all together or leave the accumulated dirt on the cars between races. As far as I know, the effect on drag is already simulated but almost negligible.
With all these added expenses, how do you cope? One ugly word, integral to motor racing: Sponsor deals - with a high driver level giving you better deals to choose from. As an example; lets say you choose to race for Honda in a GT500 series. Then you get a free Honda, and all parts and maintenance for Honda becomes dirt cheap, or even free. Honda in turn expects you to race a set number of races in their car with a defined minimum result in each race. For simplicity, only one running sponsorship deal at the time, and ending the deal with a sponsor prematurely leaves you without the any car(s) you acquired during the sponsorship, plus bad reputation leading to worse (or no) new contracts being offered. A simpler deal might be that all maintenance for Honda is cheaper as long as you race in a Honda every so often.Costs for parts should follow the price of the car, e.g. fitting an adjustable suspension on a Ferrari should be about ten times as expensive as fitting one to a Mazda.
Entry fees for races. High class racing should not be cheap in any way or form. This fee would include fuel, so no separate cost for that would be needed.
Minor point, but more upgradeable parts; center bolt wheels for quicker pit stops, racing fuel tanks (implies fixing the percentage / fixed size we have now) for lighter car or fewer stops, better brakes (implies adding brake fade and visual feedback), etc.
At least for offline racing, there should be a cost associated with fixing your car after a crash - even just superficial damage. As with tuning parts; the more expensive the car, the higher the cost (perhaps a percentage of the price of a new car). This would foster a cleaner driving style (which Ive noticed Polyphony Digital seems to loath), and make for more exciting races as you know a crash will not only bring in less money for a position further down the field, but also cost you more in repairs, netting you more credits for driving cleanly. Ideally you should be able to choose whether you fix damage or not between races, but the graphical damage model is far too coarse to pull that off. A mandatory monetary penalty for driving mistakes would have to do. If this could be made optional in online racing too, that would be great.
Car service, maintenance and reliability is not utilized to any potential. I dont care if all cars have the same base reliability, but if I accidentally downshift from fifth gear to second instead of fourth, I expect to have to pay the price in performance and maintenance. Furthermore, just driving any engine in the red for long periods of time should have an adverse effect on the performance, while driving conservatively would let you keep peak performance longer, as would avoiding curbs, bumps and jumps. If this is simulated already with the engine and chassis rebuild options, its poorly implemented as it is so slow a buildup that it has no effect during the race. Ideally, the engine maintenance would be higher for a car with high power output, and the body maintenance higher for an ordinary car with rock hard racing suspension - but I think that's probably too fiddly. It would put strategy in how much you tune a car though.
Another minor point; a simple history / log of what has happened to each car, i.e. race positions (with driver), repairs, maintenance (with odometer), etc., according to date and time. It would maybe only be mildly interesting for some, but for my favorite cars I would like this. Hey, that would make your actual 100 favorites a little bit more special.
Lose the car wash all together or leave the accumulated dirt on the cars between races. As far as I know, the effect on drag is already simulated but almost negligible.
What would this mean in late game when you have more money than things to spend it on anyway? The feeling of accomplishment, remembering when you struggled to keep that expensive race car running to finish that series.
B-spec is almost pointless.
Some feel B-spec is pointless all together, and I can see why some feel that way, but I dont. If you could do the endurance races alternating with your B-spec drivers, they would serve a purpose though.
B-spec drivers should develop according to your coaching. If they do so already, the feedback that it is so is non-existent and the effect should be greatly enhanced. More input options when directing would be welcome (e.g. Hold Position and Save Tyres), as would an actual lap based pit strategy.
Give them a salary for the races in which they participate, i.e. it costs you to use them in races both in full B-spec and A/B split endurance racing. If I dont want to train a driver from scratch, let me hire other drivers for endurance racing. A better driver would be more expensive of course.
Associate the driver level with available cars here, i.e. they acquire licenses with experience.
The stamina, braking, cornering and accuracy skills are all good, but should be more exposed and be different depending on their experience with different cars. I should be able to have a driver that is wickedly fast in the VW Golf GTi, but not as fast in the Formula GT as someone who already have raced the entire Formula series thrice.
Lose the rabbit car.
Please. No buts, just drop it. Polyphony Digital must have all the data they need to do this by now, with all the remote racing that have been going on.
The race timing is almost useless.
Only split times to the race leader is ridiculous. For more, see this thread.
How about all these cars?
With a huge garage comes huge sorting problems. Let me solve these myself by letting me add (custom) tags to cars. If you want to be difficult, limit the number of tags to nine, with a maximum of three per car. I would create the tag Stock for my unaltered cars the very minute I got my hands on this.
More vehicle filters to choose from; years, type (hatchback, estate, etc.), road or race cars, etc. All these would go in the online lobby regulations as well.
Community (online) racing.
Why cant I filter out tyre choices, cars selection limits, tuning, driving aids, etc. that I have no interest in seeing when Im searching for an online lobby?
I thought it would be easier to invite friends to race in an online league in this day and age. Let me specify a track and regulations to go with the invite. This invite system should also be able to be used days before hand as a reminder to all league participants.
I want to be able to create my own league of a number of races that I can share with my friends. The game should be able to keep track of points and chart positions of all participating drivers for me if I (i.e. the lobby owner) just specify in what league an online race is driven. Yes, you understood that correctly; I don't want to limit a league to just sixteen named drivers, as stand-ins and grid fillers will always be needed.
Why cant I choose freely what cars drivers will be able to choose from? Lets say I have my own twisted perception of what a Hot Hatch is, I then want to select precisely those fifteen Skylines that fit my definition. For a list of over 1000 cars, I am now severely limited in my limitation choices.
Let me turn the driver labels off in online racing. They are annoying (and really bad if you use a 3D TV set), and should be optional.
...eh... I say thats enough for now.
Thanks for reading, and take care!