Project CARS 2 General Discussion Thread - Out Now on PS4/XB1/PC

  • Thread starter jake2013guy
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The only thing I'm implying is that I think @Redslayer has a point and that you guys shouldn't just bash on him for being negative. It's nothing personal.
Not sure that he was bashed on the head, more so that he received a sarcastic response, if his point about glitches is the one you refer to I think it has been admitted that there was no quality testing for Pcars in console, can't find the exact post, but there is big long period penciled in for PCars2, in the hope of eliminating the bugs before release.

I think he got the reply he has because it was less constructive criticism and definitely negative that he started his post with, which is reasonable in my view.
 
The only thing I'm implying is that I think @Redslayer has a point and that you guys shouldn't just bash on him for being negative. It's nothing personal.

He may have a point, but his language could've been a bit more civil.

Not many developers interact with their customers in the way that Ian and SMS do, and after seeing some of the way the questions and comments have been worded on here, I'm beginning to understand why.
 
There's good days and bad days. Some people want to play strategy games with their questions. We really don't have time for this. We want to converse the players that will move our program forward. Efficiency is the key, if you're an annoyance or high cost/benefit we cannot afford to keep that conversation going. This 90-man team is going head-2-head against PD/Kaz and Turn10 who are easily 2x-3x the size and have massive warchests, so we must insist on efficiency in all aspects including community interactions. This doesnt mean negative or bad news is not welcome, we need to hear it to improve our product. Hopefully Ian and I have shown that here in the recent days.
 
Hmm... #SpeculationContinues
Tsukaba.png
 
There's good days and bad days. Some people want to play strategy games with their questions. We really don't have time for this. We want to converse the players that will move our program forward. Efficiency is the key, if you're an annoyance or high cost/benefit we cannot afford to keep that conversation going. This 90-man team is going head-2-head against PD/Kaz and Turn10 who are easily 2x-3x the size and have massive warchests, so we must insist on efficiency in all aspects including community interactions. This doesnt mean negative or bad news is not welcome, we need to hear it to improve our product. Hopefully Ian and I have shown that here in the recent days.
Speaking of improving your product, could I just point out a couple of UI-related issues from pCARS1 that I hope may differ in the sequel?

The first is that it'd be great to have seperate options for engaging ABS, SC & TC. In the first game we could select all 3 as 'Real' or ON/OFF, but it was not possible to, for example, run with ABS 'on', SC 'off' & TC 'real'. They were just all grouped together, and only had on or off if managed individually. It would be great to have the option to control each one separately (on a related side-note to this, having notifications on the HUD whenever ABS or TC was kicking in would also be nice).

The second point is rather nitpicky, but I'm going for it nonetheless, and that is to please get improved proof reading for the in-game text. There were some typos and general incorrect grammar in the first game's text ("conrers" being a classic). This is relatively minor of course, but millions of people will play the game, good grammar is never a bad thing. Thanks 👍
 
Speaking of improving your product, could I just point out a couple of UI-related issues from pCARS1 that I hope may differ in the sequel?

The first is that it'd be great to have seperate options for engaging ABS, SC & TC. In the first game we could select all 3 as 'Real' or ON/OFF, but it was not possible to, for example, run with ABS 'on', SC 'off' & TC 'real'. They were just all grouped together, and only had on or off if managed individually. It would be great to have the option to control each one separately (on a related side-note to this, having notifications on the HUD whenever ABS or TC was kicking in would also be nice).

The second point is rather nitpicky, but I'm going for it nonetheless, and that is to please get improved proof reading for the in-game text. There were some typos and general incorrect grammar in the first game's text ("conrers" being a classic). This is relatively minor of course, but millions of people will play the game, good grammar is never a bad thing. Thanks 👍
Are you getting cues from a different well known game:D
 
Perhaps you shouldn't have made so many promises you couldn't keep if you can't handle a simple truth :)

But hey, if you're really that childish about it, I don't need an answer, I'll just buy a GT instead.

This is a common misconception. I created an entirely new and entirely open form of development that had never been tried before. The WMD concept predated Kickstarter and with it we welcomed 80,000 people into the full development process. As with every game, you have a list of features you aim to deliver up front and you work hard to get them to fruition. As with every game I'm aware of, not everything makes the cut. The general public aren't aware of this as games are made behind closed doors and information on what will be delivered is only released as marketing starts 'when you know almost exactly what you can deliver'. We didn't have that privilege as our development was completely in the open, including vision statements, design documents and everything else.

So, from our plans what were we unable to deliver for ship? Fully animated pit crews and ovals. What did we deliver that was never promised, more than 100 features and assets (mainly requested by users) after we shipped and for free.

Now, I'm not here to be told I can't handle truths, break promises and am childish. There's no need to get personal. The above are absolute unemotional facts :)
 
@IanBell Any chance of Sponsoring a Virgin Australia Supercar for the Pirtek Enduro Cup this year?

If you're unfamiliar, it comprises of three endurance races. Sandown 500, Bathurst 1000 and Gold Coast 600. Seeing as the PC2 date is "Septemberish", that is when the enduros kick off, through to mid-October.

Kelly Racing/Nissan Motorsport, have run, at one point or the other, with Gran Turismo GT Academy stickers on the #7 Todd Kelly & #23 Michael Caruso Nissan Altimas. Yet, those cars(since joining the V8 series in 2013) have not been in Gran Turismo. I seriously believe, over all the teams in the paddock, Kelly Racing would embrace such a partnership.
I mean, the Bathurst 12H winning R35 Gt-R, is in PC2. So, it's not like Nismo is making their cars exclusive to Gran Turismo(unless there is something I don't know about that deal).

Even if your team were able to kick things off with some PC2 stickers, on the #15 Rick Kelly and/or #78 Simona De Silvestro Altima(I can't see other teams such as, Red Bull HRT, Walkinshaw Racing, DJR Team Penske, Garry Rogers Motorsport and Prodrive Racing Australia, changing liveries at any time), the exposure would be immense. Even if you couldn't or didn't want to do it then, the last race of the season is at a new street circuit around Newcastle, in November. Just ripe to get ready for Christmas. :)

Australians love motor racing and with the hype and growth of the Bathurst 12h, Australian GT racing, Bathurst 1000 throughout the world coverage, Project Cars 2 has come at the right time. For everyone. :cheers:





If nothing else, I hope I have, at least, planted a seed. ;)
 

found this

Dat SOUND !!! And the misfiring system which keeps pop pop pop ... Very exciting.

You can even see how penalties seem to work. I hope icons color will change by the time the game is released, like yellow for "you are under investigation" (like in this video), and green for "no action taken" or red for "you have a penalty", because I wouldn't have time to read text each time, especially on such a narrow track as this one
 
Also, the Toyopet sign. They(Team Green Brave Toyopet Saitama) sponsor the GT86 & Mark X in Super Taikyu. ;)
 
Could it be possible to get multi key bindings? So two keys activate a specific action. This would be very useful for people with a limited amount of buttons on their wheel i.e like my G920.

Cheers.
 
All we really want to know from this Q&A session is: what will you be wearing to Gran Turismo's funeral? :lol:
With Gran Turismo it can sell off the name alone and PlayStation will market the hell out of it as the 'king of simulation' even though it has a bunch of fake cars and it's never really been a sim (same goes for Forza), what will be key is the player retention.
 
With Gran Turismo it can sell off the name alone and PlayStation will market the hell out of it as the 'king of simulation' even though it has a bunch of fake cars and it's never really been a sim (same goes for Forza), what will be key is the player retention.

And new players gained..... (assuming you're talking about PC2 in this bit, and not GT?)
 
With Gran Turismo it can sell off the name alone and PlayStation will market the hell out of it as the 'king of simulation' even though it has a bunch of fake cars and it's never really been a sim (same goes for Forza), what will be key is the player retention.

I just want to point out that CorvetteConquer didn't specify when the funeral will happen. Could be before, during, or after release. :sly:

Edit: Back on topic; I really like what I'm seeing with Project CARS 2 so far, and seeing the developer interact with this forum is awesome to see.
 
Any idea where this is?


Looks nowhere like where we've see.


Damn. That mud though.


I'm assuming it is still on Hell. Just a different section of that track. I would guess they only used that, the Ice Track and Fuji in their media events so far.
 
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