This thread moved fast overnight, so this post is from a while back but I owe it a response:
Tell me you are joking, please.
Unless you are happy of the following scenario:
"Ok, let's start a race in a sunny day but some clouds are forecast to come in a while. Dry tire (compound does not matter anymore, but who cares). Holy ****, after few laps starts raining. I have 4 laps left, what I could do? Pit and mount the intermediate/wet, or keep cruising with the dry tires and see how it goes? Ah no wait, the pitstop are history now, so I bet is dry until the end".
And, dynamic weather ceases to have a reason.
That is a leap of logic I can't follow.
In what way do you need to pit and change tires to experience the reduction in traction on wet surfaces? What does pitting have to do with admiring the visual effects of a rain-soaked track on a beautiful Autumn evening as rainclouds dissipate into a sunset with light clouds? What does pitting have to do with drifting around a snow-blanketed track as a blizzard rolls in? Why is pitting necessary to enjoy the thrill of chasing the pack into a wall of spray with your wipers going nuts trying to maintain visibility?
Pitstops are pitstops. Dynamic weather is dynamic weather. You can have either without the other -- even if it involves the weird design choice of magical transforming tires. I drive into rain without pitting to change to wet tires on a regular basis --
in real life. Driving into rain without stopping first is a thing. Driving into a blizzard without any pitlane around is a thing.
There is plenty reason to still have dynamic weather even if there are no pitstops, and PCARS3 would hardly be the first game to do it.
It seems so strange that there is nobody in the racing SIM market trying to "please everyone" (even if they failed).
If we set aside this whole pitstop debacle for a moment, there are many individuals in the sim racing community who whine and complain about anything that dares to try to please everyone -- see the reactions to adding more roadcars, performance upgrades and customization, currency-/XP-based gameplay or any such off-track gameplay mechanics, a video showcase of drift physics, fictional/street tracks, optional "perfect corner" etc. objectives for extra rewards...
On the consumers' end, things are kind of caught between a sim racing elite who cry "no fun allowed!" and a mass market that is predominantly uninterested and uninitiated in realistic handling physics and details. I have long waited for a game that bridges the gap, being a more complete game like Forza or traditional Gran Turismo but with more realistic handling physics like PCARS2 or AC.
I thought PCARS3 could be making a good push in that direction, but I didn't expect this kind of compromise.